Books on the topic 'Digital game worlds'

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1

Gifford, Clive. Gadgets, games, robots and the digital world. London: DK, 2011.

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2

Suzanne, De Castell, and Jenson Jennifer 1950-, eds. Worlds in play: International perspectives on digital games research. New York: Peter Lang, 2007.

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3

Antropología de los mundos virtuales: Avatares, comunidades y piratas digitales. Quito: FLACSO Ecuador, 2011.

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4

McDonough, Jerome P. Preserving virtual worlds: Final report. Urbana-Campaign, Ill: Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.

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5

Gifford, Clive. Cool tech: Gadgets, games robots, and the digital world. New York: DK Pub., 2011.

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6

Hilde, Corneliussen, and Walker Jill, eds. Digital culture, play, and identity: A critical anthology of World of Warcraft research. Cambridge, MA: MIT Press, 2008.

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7

Inaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Kyōto-shi: Nakanishiya Shuppan, 2012.

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8

Playing smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Plantation, Florida: Specialty Press/A.D.D. Warehouse, 2014.

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9

The foley grail: The art of performing sound for film, games, and animation. Amsterdam: Focal Press, 2009.

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10

Leni, Riefenstahl. Olympia. Koln: Taschen, 2002.

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11

Valkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.

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Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of “play” in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
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12

Kagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.
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13

Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread information needed to support these strategies. Women play games and compete, both among each other and against game challenges, if given the opportunity to do so in a meaningful and realistic manner where they can practice their preferred competitive skills. This chapter examines digital gaming with respect to women’s competitive strategies to identify how games can support these strategies and appeal to women.
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14

Case, Julialicia, Eric Freeze, and Salvatore Pane. Story Mode. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350301405.

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Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core ‘gamers’, Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.
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15

Digital Games: Computers at Play (The Digital World). Chelsea House Pub (L), 2008.

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16

Miah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.

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Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. Sport 2.0 examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and it transforms the populations of people who are playing. Sport 2.0 describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate of both sports and digital culture. It also examines media change at the Olympic Games, as an exemplar of digital innovation in sports. Furthermore, the book offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world’s largest media event.
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17

(Editor), Suzanne De Castell, and Jennifer Jenson (Editor), eds. Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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18

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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19

Hilvoorde, Ivo Van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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20

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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21

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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22

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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23

Hilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2019.

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24

Patterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.

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Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very existence has been conditioned upon the spread of militarized technology, the exploitation of already existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.
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25

Gifford, Clive. Cool Tech Gadgets, Games, Robots, and the Digital World. DK London, 2011.

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26

Schell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.

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This book discusses the dangers of too much technology use, explores the benefits of digital detoxing, and outlines the different programs and approaches available to help you unplug. It's an invaluable resource for readers looking to establish a healthier relationship with the digital world. Health professionals and the general public are becoming increasingly aware that addiction to the internet, social media, online games, and other forms of technology has become a real problem with significant negative impacts on physical, psychological, and social health. To combat this issue, some are now undertaking a "digital detox," and many options have emerged to help individuals unplug, whether for a weekend or for longer-term change. Digital Detox: Why Taking a Break from Technology Can Improve Your Well-Being explores both the dark side of technology's ever-present existence in today's world and what individuals can do to find better balance in their digital lives. Part I explores addiction to the internet and other novel technologies. What effect does overindulgence in social media, gaming, online shopping, or even "doomscrolling" through internet news sites have on our self-esteem, relationships with others, and happiness? This section also explores how researchers study and quantify technology addiction. Part II focuses on the digital detox countermovement, examining how various programs, support groups, retreats, and even technology itself can help individuals conquer their digital addictions.
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27

Barbin, Justin. Shoot World-Class IPhone Photos: Up Your Game with Pro Techniques, Apps and More. Amherst Media, Incorporated, 2018.

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28

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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29

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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30

Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.

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31

Gibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2018.

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32

Gibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2019.

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33

Carbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.

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34

Carbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.

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35

Carbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.

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36

(Editor), Hilde G. Corneliussen, and Jill Walker Rettberg (Editor), eds. Digital Culture, Play, and Identity: A World of Warcraft® Reader. The MIT Press, 2008.

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37

Steiger, Diego. Game over Console Games Nerd Notebook: Dot Grid Journal/Logbook for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.

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38

Hoskins, Andrew. Digital Media and the Precarity of Memory. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0021.

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sMemory, tired of its metaphors of media that gave it substance, strength, and vitality in the world, has embraced the new radical uncertainty of this era. Digital media have unmoored memory, messing with its traditional constraints (brains, groups, archives) to send it off in trajectories with unpredictable finitude and effects. As our attention is held by screens and smartphones, it is lost to memory. But what are the prospects of ever arresting the new gray media’s rendering of remembering beyond human focus? This chapter takes digital media as memory’s most radical collaborator and argues that recognition is needed of the emergent risks from the digital underlayer to twenty-first century living that is pushing remembering out of focus and out of human control.
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39

Elkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.

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“This content is not available in your country.” Media consumers around the world regularly run into this reminder of geography’s imprint on digital culture. Despite utopian hopes of a borderless digital society in an era of globalization, DVDs, video games, and streaming platforms include digital rights management mechanisms like region codes and IP address detection systems that block media access within certain territories. Although propped up by national and transnational intellectual property regulation, these technologies of “regional lockout” are designed primarily to keep the entertainment industries’ global markets distinct. Beyond this, they frustrate consumers around the world and place certain territories on a hierarchy of global media access. Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, Locked Out explores regional lockout in DVDs, console video games, and streaming video and music platforms. The book argues that regional lockout has shaped global media culture over the past few decades in three interrelated ways: as technological regulation, media distribution, and geocultural discrimination. As a form of digital rights management, regional lockout builds in limitations on the affordances of digital software and hardware. As distribution, it seeks to ensure that digital technologies accommodate media industries’ traditional segmentation of markets. Finally, as a cultural system, regional lockout shapes and reflects long-standing global hierarchies of power and discrimination.
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40

Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.

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41

Grimes, Sara. Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.

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42

Grieve, Gregory Price, and Daniel Veidlinger. Buddhism and Media Technologies. Edited by Michael Jerryson. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199362387.013.25.

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Buddhism is flourishing on the Internet and digital media. However, the form and usage patterns of Buddhist media technologies have varied considerably from the earliest oral texts to the latest online versions of the Buddhist canon. Do such media transformations merely transmit the old dharma in a new bottle, or do they change Buddhism’s message? Are these changes to be welcomed or shunned? This chapter explores how various media technologies tend to promote particular aspects of Buddhism, and also how different Buddhist worldviews shape how these media are used. First, it sketches a short genealogy of Buddhist media technologies. Second, it concentrates on contemporary digital media, briefly describing Buddhist bulletin boards, email lists, websites, computer apps, virtual worlds, and video games. Third, the chapter explains digital media’s procedural, participatory, encyclopedic, and spatial affordances. Finally, it illuminates how digital media affordances are shaped by the technological worldview of convert Buddhism.
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43

World of workcraft: Rediscovering motivation and engagement in the digital workplace. 2015.

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44

Schneider, Florian. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190876791.003.0009.

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The concluding chapter of China’s Digital Nationalism retraces the central findings and arguments of the book. It first summarizes how digital discourses are managed in China today, and it then asks what implications digital nationalism has for the PRC and its regional relations. Following this discussion on East Asia, the chapter turns to more general findings about imagined communities and networked societies, and it summarizes how nationalism changes in a time of ubiquitous digital media use. Finally, the chapter concludes with a personal, normative assessment, which is that without serious rethinking on the part of policy-makers, information gate-keepers, tech innovators, and information and communication technology users, the twenty-first century is bound to again be a century of nations and nationalism, now filtered through the networks of neoliberal digital capitalism. Without intervention, this will be a parochial world, ultimately ill-equipped to handle the daunting challenges humanity faces today.
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45

Cudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.

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46

Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2016.

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47

Cudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.

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48

Cudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.

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49

Steiger, Diego. Play More Games Video Games Console Notebook: Dot Grid Journal/Logbook for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.

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50

Steiger, Diego. Eat Sleep Game Repeat Controller Calendar 2021: Annual Calendar for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.

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