Criar um Site Grátis Fantástico
Read online Gaming Matters : Art, Science, Magic, and the Computer Game Medium by Ken S. McAllister PDF

9780817317379
English

0817317376
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."

Gaming Matters : Art, Science, Magic, and the Computer Game Medium by Ken S. McAllister FB2, MOBI, DJV

In fact--they were downright naughty.He immediately runs into trouble when, after transferring his old avatar into the new game, he discovers that he looks a bit more feminine than he'd anticipated!Across town, at Duke University, the best basketball squad on campus wasn't the Blue Devils, but an all-white military team from the Duke medical school.Examples are shown in several areas of design including, but not limited to, consumer products, games, transport, education, architecture, fashion, sustainability, biomechanics, intelligent systems, virtual reality, and neurodesign.Each of these topics has been covered by six papers.Elect your friends to positions of power in the hope that they look on your patronage favorably, or denounce them as enemies of the revolution.This volume attempts to "debug" the flawed historiography of video games.Finally, experimental results from actual shopfloor deployment are presented along with ideas for further improvement of the technology.Process Control for Sheet-Metal Stamping allows the reader to design and implement process controllers in a typical manufacturing environment by retrofitting standard hydraulic or mechanical stamping presses and as such will be of interest to practising control engineers working in metal-working, automotive and aeronautical industries.Developing Citizen Designers is a crucial text for students, educators and designers who want to learn and practice design that makes a positive difference in our world.The riveting, true account of a remarkable season, it is the story of how a group of forgotten college basketball players, aided by a pair of refugees from Nazi Germany and a group of daring student activists, not only blazed a trail for a new kind of America, but helped create one of the most meaningful moments in basketball history., Winner of the 2016 PEN/ESPN Award for Literary Sports Writing The true story of the game that never should have happened--and of a nation on the brink of monumental change In the fall of 1943, at the little-known North Carolina College for Negroes, Coach John McLendon was on the verge of changing basketball forever.The book covers plant layout and the use of spreadsheet programmes and key drawings as aids to design, subjects which are usually learned on the job rather than in education.Insecurity is a unifying factor, but managers at different levels face different sets of problems.Aimed at managers and Human Resource Development graduate students alike, this book is essential reading for both the training and HR communities who need to show the value and connect learning to the business.The Secret Game is a mesmerizing account of a barrier-shattering game, a behind-the-scenes story of basketball's improbable rise, and a compelling portrait of the coming of a new kind of America.