Gamer Trouble
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Author | : Amanda Phillips |
Publisher | : NYU Press |
Total Pages | : 248 |
Release | : 2020-04-21 |
Genre | : Social Science |
ISBN | : 147988152X |
Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
Author | : Winter Morgan |
Publisher | : Simon and Schuster |
Total Pages | : 91 |
Release | : 2015-02-03 |
Genre | : Juvenile Fiction |
ISBN | : 1634500911 |
In this fourth installment of the Minecraft Gamer’s Adventure series, Steve receives a distress call from his friends Max, Lucy, and Henry. They have found an abundance of treasure in a temple, but they can’t get out! He immediately sets off for the desert to help his friends. Once Steve gets to them, they will all be rewarded with a supply of emeralds, gold ingots, and many other rare treasures. But saving his friends and helping them extract the treasure isn’t as easy as he thinks it will be. He enlists the aid of a neighbor to help him on his quest. With his friend Kyra in tow, the two brave a trip through the nether, get stuck at sea, face hostile chicken jockeys, and become trapped in a cave filled with spiders. They have to find their way to their treasure hunter friends while battling hostile mobs in this tale about trickery and treasuring friendship. Will Steve be able to brave the nether and rescue his friends? And will anyone get to go home with chests full of treasure? Find out in this thrilling fourth installment of the Minecraft Gamer’s Adventure series! Sky Pony Press, with our Good Books, Racehorse and Arcade imprints, is proud to publish a broad range of books for young readers—picture books for small children, chapter books, books for middle grade readers, and novels for young adults. Our list includes bestsellers for children who love to play Minecraft; stories told with LEGO bricks; books that teach lessons about tolerance, patience, and the environment, and much more. While not every title we publish becomes a New York Times bestseller or a national bestseller, we are committed to books on subjects that are sometimes overlooked and to authors whose work might not otherwise find a home.
Author | : Nicholas Taylor (Professor of Digital Media) |
Publisher | : Indiana University Press |
Total Pages | : 268 |
Release | : 2024 |
Genre | : Computers |
ISBN | : 0253071240 |
"Stark gender disparities characterize the places where digital gameplay often takes place-remote gaming setups, campus computer labs, esports arenas, and convention centers, for instance-as well as the overall cultures of video gameplay, spectatorship, and game production. Despite new franchises, platforms, and initiatives expanding games beyond their conventional audience of young, cis-het white men, gaming still feels off-limits or unsafe for many.The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic gender politics. Through a series of case studies that document the gender dynamics of the various sites where video games literally take and make place, author Nicholas Taylor unpacks questions about how place matters to digital play, how issues in gaming cultures and politics are perpetuated through particular arrangements of bodies, technologies, spaces, and infrastructures. In charting the connections between place, masculinities, and play, The Grounds of Gaming makes space for marginalized perspectives, practices, and populations in gaming cultures"--
Author | : Patrick Jagoda |
Publisher | : University of Chicago Press |
Total Pages | : 403 |
Release | : 2020-12-07 |
Genre | : Social Science |
ISBN | : 022663003X |
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
Author | : Sara Humphreys |
Publisher | : U of Nebraska Press |
Total Pages | : 213 |
Release | : 2021-02 |
Genre | : Literary Criticism |
ISBN | : 1496224787 |
At a time when print and film have shown the classic Western and noir genres to be racist, heteronormative, and neocolonial, Sara Humphreys's Manifest Destiny 2.0 asks why these genres endure so prolifically in the video game market. While video games provide a radically new and exciting medium for storytelling, most game narratives do not offer fresh ways of understanding the world. Video games with complex storylines are based on enduring American literary genres that disseminate problematic ideologies, quelling cultural anxieties over economic, racial, and gender inequality through the institutional acceptance and performance of Anglo cultural, racial, and economic superiority. Although game critics and scholars recognize how genres structure games and gameplay, the concept of genre continues to be viewed as a largely invisible power, subordinate to the computational processes of programming, graphics, and the making of a multimillion-dollar best seller. Investigating the social and cultural implications of the Western and noir genres in video games through two case studies--the best-selling games Red Dead Redemption (2010) and L.A. Noire (2011)--Humphreys demonstrates how the frontier myth continues to circulate exceptionalist versions of the United States. Video games spread the neoliberal and neocolonial ideologies of the genres even as they create a new form of performative literacy that intensifies the genres well beyond their originating historical contexts. Manifest Destiny 2.0 joins the growing body of scholarship dedicated to the historical, theoretical, critical, and cultural analysis of video games.
Author | : Nicholas Taylor |
Publisher | : Indiana University Press |
Total Pages | : 225 |
Release | : 2024-12-02 |
Genre | : Social Science |
ISBN | : 0253071259 |
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Author | : Tison Pugh |
Publisher | : Bloomsbury Publishing |
Total Pages | : 257 |
Release | : 2022-09-22 |
Genre | : Education |
ISBN | : 1350269735 |
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.
Author | : Sylv Chiang |
Publisher | : Annick Press |
Total Pages | : 157 |
Release | : 2018-03-13 |
Genre | : Juvenile Fiction |
ISBN | : 1773210106 |
An exciting new middle reader series from a debut author. All twelve-year-old Jaden wants to do is be the best at Cross Ups, the video game he and his friends can’t stop playing. He knows he could be—if only he didn’t have to hide his gaming from his mom, who’s convinced it will make him violent. After an epic match leads to an invitation to play in a top tournament, Jaden and his friends Devesh and Hugh hatch a plan to get him there. But Jaden’s strict parents and annoying siblings, not to mention a couple of bullies and his confusing feelings for his next-door neighbor Cali, keep getting in the way! Tournament Trouble marks the first book in a planned series by Sylv Chiang, a captivating new voice in middle reader fiction. With sharp dialogue and relatable characters, it chronicles the ups and downs of middle school with a relevant, contemporary twist. Accompanied by Connie Choi’s lively illustrations, Tournament Trouble invites readers into Jaden’s world, and will leave them eagerly awaiting his next adventure. Look for Book 2, coming in Fall 2018!
Author | : James Malazita |
Publisher | : MIT Press |
Total Pages | : 245 |
Release | : 2024-07-02 |
Genre | : Games & Activities |
ISBN | : 0262379066 |
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.
Author | : Andrew Boyd |
Publisher | : OR Books |
Total Pages | : 187 |
Release | : 2013-05-01 |
Genre | : Art |
ISBN | : 1939293162 |
Banksy, the Yes Men, Gandhi, Starhawk: the accumulated wisdom of decades of creative protest is now in the hands of the next generation of change-makers, thanks to Beautiful Trouble. Sophisticated enough for veteran activists, accessible enough for newbies, this compact pocket edition of the bestselling Beautiful Trouble is a book that’s both handy and inexpensive. Showcasing the synergies between artistic imagination and shrewd political strategy, this generously illustrated volume can easily be slipped into your pocket as you head out to the streets. This is for everyone who longs for a more beautiful, more just, more livable world – and wants to know how to get there. Includes a new introduction by the editors. Contributors include: Celia Alario • Andy Bichlbaum • Nadine Bloch • L. M. Bogad • Mike Bonnano • Andrew Boyd • Kevin Buckland • Doyle Canning • Samantha Corbin • Stephen Duncombe • Simon Enoch • Janice Fine • Lisa Fithian • Arun Gupta • Sarah Jaffe • John Jordan • Stephen Lerner • Zack Malitz • Nancy L. Mancias • Dave Oswald Mitchell • Tracey Mitchell • Mark Read • Patrick Reinsborough • Joshua Kahn Russell • Nathan Schneider • John Sellers • Matthew Skomarovsky • Jonathan Matthew Smucker • Starhawk • Eric Stoner • Harsha Walia