Metagames
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Author | : Agata Waszkiewicz |
Publisher | : Taylor & Francis |
Total Pages | : 209 |
Release | : 2024-03-05 |
Genre | : Social Science |
ISBN | : 1003861261 |
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.
Author | : Stephanie Boluk |
Publisher | : U of Minnesota Press |
Total Pages | : 422 |
Release | : 2017-04-04 |
Genre | : Games & Activities |
ISBN | : 145295416X |
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Author | : Sam Landstrom |
Publisher | : 47North |
Total Pages | : 0 |
Release | : 2010 |
Genre | : Fiction |
ISBN | : 9781935597162 |
Speculative science fiction at its finest, MetaGame by Sam Landstrom is a 'future gamers' field guide and a philosophical cyberpunk adventure. In this original and disturbingly irreverent prospective world, gaming is more than a diversion--and gamers are, literally, in it for life. The OverSoul, an enigmatic, unifying force, offers winners points that add up to currency. Reigning champs are given the gift of immortality--while losers are condemned to aging and death. D_Light is one of the best players in his Family and will do anything to win, even if it means committing murder. When he's invited to a MetaGame--an exclusive, high-stakes competition--he jumps at the chance. But after the first quest, D_Light's overly ambitious ways brand him a renegade. With a warped sense of freewill that is needed to prevail, D_Light must either kill someone he's grown to love--or lose everything.
Author | : Christian Schmidt |
Publisher | : Routledge |
Total Pages | : 362 |
Release | : 2002-06-20 |
Genre | : Business & Economics |
ISBN | : 1134511175 |
This book presents the huge variety of current contributions of game theory to economics. The impressive contributions fall broadly into two categories. Some lay out in a jargon free manner a particular branch of the theory, the evolution of one of its concepts, or a problem, that runs through its development. Others are original pieces of work tha
Author | : David Colander |
Publisher | : University of Michigan Press |
Total Pages | : 368 |
Release | : 2009-12-11 |
Genre | : Business & Economics |
ISBN | : 0472024795 |
The Changing Face of Economics gives the reader a sense of the modern economics profession and how it is changing. The volume does so with a set of nine interviews with cutting edge economists, followed by interviews with two Nobel Prize winners, Paul Samuelson and Kenneth Arrow, reflecting on the changes that are occurring. What results is a clear picture of today's economics--and it is no longer standard neoclassical economics. The interviews and commentary together demonstrate that economics is currently undergoing a fundamental shift in method and is moving away from traditional neoclassical economics into a dynamic set of new methods and approaches. These new approaches include work in behavioral economics, experimental economics, evolutionary game theory and ecological approaches, complexity and nonlinear dynamics, methodological analysis, and agent-based modeling. David E. Colander is Professor of Economics, Middlebury College. J. Barkley Rosser, Jr., is Professor of Economics and Kirby L. Kramer Jr. Professor of Business Administration, James Madison University. Richard P. F. Holt is Professor of Churchill Honors and Economics, Southern Oregon University.
Author | : L. C. Thomas |
Publisher | : Courier Corporation |
Total Pages | : 284 |
Release | : 2012-12-13 |
Genre | : Mathematics |
ISBN | : 0486143732 |
This text opens with the theory of 2-person zero-sum games, 2-person non-zero sum games, and n-person games, at a level between non-mathematical introductory books and technical mathematical game theory books. Includes introductory explanations of gaming and meta games. Includes numerous exercises anbd problems with solutions and over 30 illustrations. 1986 edition.
Author | : |
Publisher | : |
Total Pages | : 240 |
Release | : 1975 |
Genre | : Cybernetics |
ISBN | : |
Author | : Xiaotie Deng |
Publisher | : Springer |
Total Pages | : 1122 |
Release | : 2005-11-25 |
Genre | : Computers |
ISBN | : 3540322930 |
WINE 2005, the First Workshop on Internet and Network Economics (WINE 2005), took place in Hong Kong, China, December 15-17, 2005. The symposium aims to provide a forum for researchers working in Internet and Network Economic algorithms from all over the world. The final count of electronic submissions was 372, of which 108 were accepted. It consists of the main program of 31 papers, of which the submitter email accounts are: 10 from edu (USA) accounts, 3 from hk (Hong Kong), 2 each from il (Isreal), cn (China), ch (Switzerland), de (Germany), jp (Japan), gr (Greece), 1 each from hp. com, sohu. com, pl (Poland), fr (France), ca (Canada), and in (India). In addition, 77 papers from 20 countries or regions and 6 dot. coms were selected for 16 special focus tracks in the areas of Internet and Algorithmic Economics; E-Commerce Protocols; Security; Collaboration, Reputation and Social Networks; Algorithmic Mechanism; Financial Computing; Auction Algorithms; Online Algorithms; Collective Rationality; Pricing Policies; Web Mining Strategies; Network Economics; Coalition Strategies; Internet Protocols; Price Sequence; Equilibrium. We had one best student paper nomination: “Walrasian Equilibrium: Hardness, Approximations and Tracktable Instances” by Ning Chen and Atri Rudra. We would like to thank Andrew Yao for serving the conference as its Chair, with inspiring encouragement and far-sighted leadership. We would like to thank the International Program Committee for spending their valuable time and effort in the review process.
Author | : Anatol Rapoport |
Publisher | : Springer Science & Business Media |
Total Pages | : 287 |
Release | : 2012-12-06 |
Genre | : Social Science |
ISBN | : 9401021619 |
Game theory could be formally defined as a theory of rational decision in conflict situations. Models of such situations, as they are conceived in game theory, involve (1) a set of decision makers, called players; (2) a set of strategies available to each player; (3) a set of outcomes, each of which is a result of particular choices of strategies made by the players on a given play of the game; and (4) a set of payoffs accorded to each player in each of the possible outcomes. It is assumed that each player is 'individually rational', in the sense that his preference ordering of the outcomes is determined by the order of magnitudes of his (and only his) associated payoffs. Further, a player is rational in the sense that he assumes that every other player is rational in the above sense. The rational player utilizes knowledge of the other players' payoffs in guiding his choice of strategy, because it gives him information about how the other players' choices are guided. Since, in general, the orders of magnitude of the payoffs that accrue to the several players in the several outcomes do not coincide, a game of strategy is a model of a situation involving conflicts of interests.
Author | : J. Jesse Ramirez |
Publisher | : Springer Nature |
Total Pages | : 150 |
Release | : 2022-02-15 |
Genre | : Social Science |
ISBN | : 3030896048 |
Widely regarded by critics and fans as one of the best games ever produced for the Sony Playstation, The Last of Us is remarkable for offering players a narratively rich experience within the parameters of cultural and gaming genres that often prioritize frenetic violence by straight white male heroes. The Last of Us is also a milestone among mainstream, big-budget (AAA) games because its development team self-consciously intervened in videogames’ historical exclusion of women and girls by creating complex and agentive female characters. The game’s co-protagonist, Ellie, is a teenage girl who is revealed to be queer in The Last of Us: Left Behind (DLC, 2014) and The Last of Us II (2020). Yet The Last of Us also centers Joel, Ellie’s fatherly protector. How is patriarchy, the rule of the father, encoded in rule-based systems like videogames? How does patriarchal rule become an algorithmic rule and vice-versa? These questions are at the heart of this book, the first comprehensive scholarly analysis of the zombie apocalypse/ action-adventure/ third-person shooter videogame The Last of Us (2013). On the one hand, the book is a close, extended study of The Last of Us and its themes, genres, procedures, and gameplay. On the other hand, the book is a post-GamerGate reflection on the political and ethical possibilities of progressive play in algorithmic mass culture, of which videogames are now the dominant form.