Gaming Culture(s) in India

Gaming Culture(s) in India PDF

Author: Aditya Deshbandhu

Publisher: Taylor & Francis

Published: 2020-05-13

Total Pages: 189

ISBN-13: 1000082261

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This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Video Culture in India

Video Culture in India PDF

Author: Ishita Tiwary

Publisher: Oxford University Press

Published: 2024-07-12

Total Pages: 241

ISBN-13: 0198913230

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Media plays a significant role in reshaping, restructuring, and recalibrating the existing understandings of society and politics, giving birth to new cultural forms. Video, as a medium, captures not only real-time events but also the ethos of a milieu. Video Culture in India: The Analog Era narrates the history of video technology in India since its introduction in the 1980s, locating the moment within the country's socio-political context. It aims to provide a comprehensive understanding of video technology in post-1980s India: one that speaks to its global history and context and fills the lacunae in the existing literature of the field. The monograph draws on diverse oral histories, discarded tapes, and forgotten archives to unravel the history of analog video in India. Specifically, it looks at the widespread popularity of the marriage video, the little-known history of the video-film, the intensity associated with the video-news magazine, and the explosive imagination attached to the religious video. Analysing the multi-dimensionality of video provides the context for a better understanding of the proliferation of video culture in contemporary sites such as television news channels, digital photography, WhatsApp videos, and streaming. As the first full-length study of analog video production and circulation in India, this book invokes the forgotten video era in India.

Video Games and the Global South

Video Games and the Global South PDF

Author: Phillip Penix-Tadsen

Publisher: Lulu.com

Published: 2019-05-17

Total Pages: 302

ISBN-13: 0359641393

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Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Literary Cultures and Digital Humanities in India

Literary Cultures and Digital Humanities in India PDF

Author: Nishat Zaidi

Publisher: Taylor & Francis

Published: 2022-12-29

Total Pages: 396

ISBN-13: 100081470X

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This book explores the use of digital humanities (DH) to understand, interpret, and annotate the poetics of Indian literary and cultural texts, which circulate in digital forms — in manuscripts — and as oral or musical performance. Drawing on the linguistic, cultural, historical, social, and geographic diversity of Indian texts and contexts, it foregrounds the use of digital technologies — including minimal computing, novel digital humanities research and teaching methodologies, critical archive generation and maintenance — for explicating poetics of Indian literatures and generating scholarly digital resources which will facilitate comparative readings. With contributions from DH scholars and practitioners from across India, the United States, the United Kingdom, and more, this book will be a key intervention for scholars and researchers of literature and literary theory, DH, media studies, and South Asian Studies.

Gaming Cultures and Place in Asia-Pacific

Gaming Cultures and Place in Asia-Pacific PDF

Author: Larissa Hjorth

Publisher: Routledge

Published: 2009-06-24

Total Pages: 314

ISBN-13: 1135843171

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This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

Video Games Around the World

Video Games Around the World PDF

Author: Mark J. P. Wolf

Publisher: MIT Press

Published: 2015-05-01

Total Pages: 715

ISBN-13: 0262527162

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Asian Video Cultures

Asian Video Cultures PDF

Author: Joshua Neves

Publisher: Duke University Press

Published: 2017-11-16

Total Pages: 368

ISBN-13: 0822372541

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The contributors to this volume theorize Asian video cultures in the context of social movements, market economies, and local popular cultures to complicate notions of the Asian experience of global media. Whether discussing video platforms in Japan and Indonesia, K-pop reception videos, amateur music videos circulated via microSD cards in India, or the censorship of Bollywood films in Nigeria, the essays trace the myriad ways Asian video reshapes media politics and aesthetic practices. While many influential commentators overlook, denounce, and trivialize Asian video, the contributors here show how it belongs to the shifting core of contemporary global media, thereby moving conversations about Asian media beyond static East-West imaginaries, residual Cold War mentalities, triumphalist declarations about resurgent Asias, and budding jingoisms. In so doing, they write Asia's vibrant media practices into the mainstream of global media and cultural theories while challenging and complicating hegemonic ideas about the global as well as digital media. Contributors. Conerly Casey, Jenny Chio, Michelle Cho, Kay Dickinson, Bishnupriya Ghosh, Feng-Mei Heberer, Tzu-hui Celina Hung, Rahul Mukherjee, Joshua Neves, Bhaskar Sarkar, Nishant Shah, Abhigyan Singh, SV Srinivas, Marc Steinberg, Chia-chi Wu, Patricia Zimmerman

Gambler Way

Gambler Way PDF

Author: Kathryn Gabriel

Publisher: Bower House

Published: 1996

Total Pages: 264

ISBN-13:

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The first book ever to examine Indian gaming myths on a continental scale, "Gambler Way" reveals that not only was gamblinguin practice as well as in mythucommon to nearly all of the indigenous peoples of North America, but also that the games and stories were universally part of the sacred lore and rituals of the tribes. Every area from the subarctic to the Southwest and parts of Mexico is covered. Games and their sometimes lethal stakes are described in detail, along with their place in the sacred world-view of each people. The result is a fascinating and unique look at the way humans strive to recognize a link between divine intent and chance. Based on massive research in historical and archaeological records, "Gambler Way" is not only a fascinating contribution to the study of ancient Native American culture, but it also provides valuable context for the current controversies surrounding Indian-run casinos.

JUST PLAY! Life Lessons from Traditional Indian Games

JUST PLAY! Life Lessons from Traditional Indian Games PDF

Author: Vinita Sidhartha

Publisher: Rupa Publ iCat Ions India

Published: 2022-07-05

Total Pages: 0

ISBN-13: 9789355205698

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Indiahas a rich culture of games, but sadly many of them are forgotten today and runthe risk of disappearing into oblivion. They are fun, elemental and easy toplay by people of all backgrounds, ages, cultures and qualifications. What ismore, each of them has lessons for us that are as important today as they werewhen they were created. JustPlay! Life Lessons from Traditional Indian Games isa book that takes you back in time through the fun and laughter of these games.Every game-from Panch Kone to Solah Seedi to Aadu Puli Aatam-represents orcaptures an aspect of life and the world. Unlike life, games can be playedagain and again, to get it right. While making mistakes in the real world has alasting impact, making mistakes in a game has limited consequences. It isthrough mistakes that we learn and grow. These games reduce life's complexityto a replica of manageable elements and size. They enable the player to viewsituations calmly and objectively so as to isolate the core of the problem. Andtherein lies their charm and relevance. Withfun and laughter, the book Just Play! enables us to learn valuable lifelessons from these traditional Indian games.