The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies

Author: Mark J. P. Wolf

Publisher:

ISBN: 1138657050

Category:

Page: 544

View: 752

The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 9781136290503

Category: Social Science

Page: 544

View: 290

The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies

Author: Mark J. P. Wolf

Publisher:

ISBN: 1032103647

Category: Video games

Page: 0

View: 884

"A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike"--

The Routledge Companion to Transmedia Studies

The Routledge Companion to Transmedia Studies

Author: Matthew Freeman

Publisher: Routledge

ISBN: 9781351054881

Category: Social Science

Page: 492

View: 637

Around the globe, people now engage with media content across multiple platforms, following stories, characters, worlds, brands and other information across a spectrum of media channels. This transmedia phenomenon has led to the burgeoning of transmedia studies in media, cultural studies and communication departments across the academy. The Routledge Companion to Transmedia Studies is the definitive volume for scholars and students interested in comprehending all the various aspects of transmediality. This collection, which gathers together original articles by a global roster of contributors from a variety of disciplines, sets out to contextualize, problematize and scrutinize the current status and future directions of transmediality, exploring the industries, arts, practices, cultures, and methodologies of studying convergent media across multiple platforms.

The Routledge Companion to Media Technology and Obsolescence

The Routledge Companion to Media Technology and Obsolescence

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 9781315442662

Category: Social Science

Page: 402

View: 317

While so many books on technology look at new advances and digital technologies, The Routledge Companion to Media Technology and Obsolescence looks back at analog technologies that are disappearing, considering their demise and what it says about media history, pop culture, and the nature of nostalgia. From card catalogs and typewriters to stock tickers and cathode ray tubes, contributors examine the legacy of analog technologies, including those, like vinyl records, that may be experiencing a resurgency. Each essay includes a brief history of the technology leading up to its peak, an analysis of the reasons for its decline, and a discussion of its influence on newer technologies.

The Routledge Companion to Imaginary Worlds

The Routledge Companion to Imaginary Worlds

Author: Mark J.P. Wolf

Publisher: Routledge

ISBN: 9781317268284

Category: Social Science

Page: 446

View: 134

This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More’s classic Utopia, and J. R. R. Tolkien’s Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.

The Routledge Companion to Music, Technology, and Education

The Routledge Companion to Music, Technology, and Education

Author: Andrew King

Publisher: Taylor & Francis

ISBN: 9781317415138

Category: Music

Page: 452

View: 680

The Routledge Companion to Music, Technology, and Education is a comprehensive resource that draws together burgeoning research on the use of technology in music education around the world. Rather than following a procedural how-to approach, this companion considers technology, musicianship, and pedagogy from a philosophical, theoretical, and empirically-driven perspective, offering an essential overview of current scholarship while providing support for future research. The 37 chapters in this volume consider the major aspects of the use of technology in music education: Part I. Contexts. Examines the historical and philosophical contexts of technology in music. This section addresses themes such as special education, cognition, experimentation, audience engagement, gender, and information and communication technologies. Part II. Real Worlds. Discusses real world scenarios that relate to music, technology, and education. Topics such as computers, composition, performance, and the curriculum are covered here. Part III. Virtual Worlds. Explores the virtual world of learning through our understanding of media, video games, and online collaboration. Part IV. Developing and Supporting Musicianship. Highlights the framework for providing support and development for teachers, using technology to understand and develop musical understanding. The Routledge Companion to Music, Technology, and Education will appeal to undergraduate and post-graduate students, music educators, teacher training specialists, and music education researchers. It serves as an ideal introduction to the issues surrounding technology in music education.

Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom

Author: Tison Pugh

Publisher: Bloomsbury Publishing

ISBN: 9781350269736

Category: Computers

Page: 404

View: 837

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Multiculturalism, Multilingualism and the Self: Literature and Culture Studies

Multiculturalism, Multilingualism and the Self: Literature and Culture Studies

Author: Jacek Mydla

Publisher: Springer

ISBN: 9783319610498

Category: Literary Criticism

Page: 198

View: 605

This edited collection explores the conjunction of multiculturalism and the self in literature and culture studies, and brings together essays by prominent researchers interested in literature and culture whose critical perspectives inform discussions of specific examples of multicultural contexts in which individuals and communities strive to maintain their identities. The book is divided into two major parts, the first of which comprises literary representations of multiculturalism and discussions of its impasses and impacts in fictional circumstances. In turn, the second part primarily focuses on culture at large and real-life consequences. Taken together, the two complementary parts offer an illuminating and well-rounded overview of representations of multiculturalism in literature and contemporary culture from a variety of critical perspectives.

Video Games and Creativity

Video Games and Creativity

Author:

Publisher: Academic Press

ISBN: 9780128017050

Category: Psychology

Page: 332

View: 119

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

The Routledge Companion to English Studies

The Routledge Companion to English Studies

Author: Constant Leung

Publisher: Routledge

ISBN: 9781317918929

Category: Language Arts & Disciplines

Page: 551

View: 360

English is now a global phenomenon no longer defined by fixed territorial, cultural and social functions. The Routledge Companion to English Studies provides an authoritative overview of the subject area. Taking into account the changing conceptualisations of English, this Companion considers both historical trajectories and contemporary perspectives whilst also showcasing the state-of-the-art contributions made by the established scholars of the field. The Routledge Companion to English Studies: provides a set of broad perspectives on English as a subject of study and research highlights the importance of the link between English and other languages within the concepts of multilingualism and polylingualism investigates the use of language in communication through the medium of digital technology covering key issues such as Digital Literacies, Multimodal Literacies and Games and Broadcast Language explores the role of English in education taking account of social, ethnographic and global perspectives on pedagogical issues. This collection of thirty-four newly commissioned articles provides a comprehensive and up-to-date picture of the dynamic and diverse field of English Studies and will be an invaluable text for advanced students and researchers in this area.

Fifty Key Video Games

Fifty Key Video Games

Author: Bernard Perron

Publisher: Taylor & Francis

ISBN: 9781000596236

Category:

Page:

View: 319

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.