An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999

An Exploration of Space 1999 Through the Lens of Video Games: Payne 1999 PDF

Author: John K. Balor

Publisher: Lulu.com

Published: 2019-07-02

Total Pages: 742

ISBN-13: 0359766781

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This book contains transcripts from Online Alpha discussions where the video game PAYNE 1999, game theory and game-study theories are used for analysing and commenting on problems of conflict and cooperation in SPACE 1999. The discussions build on more than a decade of conversations and debate about PAYNE 1999, and the aim of the book is to put the various threads together while also developing new ideas and providing direction for further investigations. The book has been developed on an idealistic basis, and it is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

Cosmos 1999 - The Third Year of Space 1999

Cosmos 1999 - The Third Year of Space 1999 PDF

Author: John K. Balor

Publisher: Lulu.com

Published: 2019-07-10

Total Pages: 742

ISBN-13: 0359780679

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What does Gerry Anderson's television series SPACE 1999 have in common with Carl Sagan's award-winning television documentary COSMOS? Not very much, one might expect, but this book documents an Online Alpha discussion where fans of the science fiction series discuss and debate differences and similarities from a wide range of perspectives, some of them arguing that two series may be so closely connected that it might be natural to think of COSMOS as the third year of SPACE 1999. This book is written on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

An Exploration of Space 1999 Through the Lens of Fan Fiction: Forever Alpha

An Exploration of Space 1999 Through the Lens of Fan Fiction: Forever Alpha PDF

Author: John K. Balor

Publisher: Lulu.com

Published: 2019-07-10

Total Pages: 575

ISBN-13: 0359780474

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An essential introduction to a rapidly growing field of study, AN EXPLORATION OF ?SPACE: 1999? THROUGH THE LENS OF FAN FICTION gathers in one place the complete 2015-16 Online Alpha discussion of the SPACE: 1999 fan fiction corpus, with a focus on the FOREVER ALPHA fan fiction series. Collected here are central viewpoints and arguments by Online Alpha discussants that have dominated Online Alpha debates in recent years. Editor John K. Balor provides a cogent introduction that places each piece in its historical and intellectual context, mapping the discussion and suggesting future trajectories. The book has been developed on an idealistic basis. It is sold at the lowest price the publisher was willing to accept. A free e-book version can be downloaded at www.lulu.com.

How to Play Video Games

How to Play Video Games PDF

Author: Nina Huntemann

Publisher: NYU Press

Published: 2019-03-26

Total Pages: 376

ISBN-13: 1479827983

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 256

ISBN-13: 1466886420

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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Rerolling Boardgames

Rerolling Boardgames PDF

Author: Douglas Brown

Publisher: McFarland

Published: 2020-08-27

Total Pages: 228

ISBN-13: 147667079X

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Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.

Silent Hill

Silent Hill PDF

Author: Bernard Perron

Publisher: University of Michigan Press

Published: 2012-01-03

Total Pages: 171

ISBN-13: 0472900331

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Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Playing with the Past

Playing with the Past PDF

Author: Matthew Wilhelm Kapell

Publisher: Bloomsbury Publishing USA

Published: 2013-10-24

Total Pages: 493

ISBN-13: 1623568242

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Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Playing the Past

Playing the Past PDF

Author: Zach Whalen

Publisher:

Published: 2008

Total Pages: 286

ISBN-13: 9780826516015

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Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

Video Games as Culture

Video Games as Culture PDF

Author: Daniel Muriel

Publisher: Routledge

Published: 2018-03-14

Total Pages: 194

ISBN-13: 1317223926

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Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.