Breakout: Pilgrim in the Microworld

Breakout: Pilgrim in the Microworld
Author: David Sudnow
Publisher: Boss Fight Books
Total Pages: 142
Release: 2020-02-26
Genre: Games & Activities
ISBN: 1940535239

Just as the video game console market was about to crash into the New Mexico desert in 1983, professor and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari’s Breakout, one of the earliest hits of the arcade world. Originally released under the title Pilgrim in the Microworld, Sudnow’s groundbreaking longform criticism of a single game predates the rise of game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book’s modern readers remain fascinated by an obsessive, brilliant, and often hilarious quest to learn to play Breakout just as one would learn the piano. Featuring a new foreword and freshly edited text, Breakout makes a perfect addition to Boss Fight’s lineup of critical, historical, and personal looks at single video games. We’re proud to restore this classic to print and share with new audiences Sudnow’s wild pilgrimage into the limitless microworld of play.

Pilgrim in the Microworld

Pilgrim in the Microworld
Author: Neil David, Sr.
Publisher: Grand Central Pub
Total Pages: 242
Release: 1984-01-01
Genre: Games
ISBN: 9780446375214

An exploration of the human mind and body's interaction with the computer in its most compelling form, the video game, focuses on the author's own obsessed immersion in a computer game and its possibilities

Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 680
Release: 2003-09-25
Genre: Computers
ISBN: 9780262240451

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Introduction to Game Analysis

Introduction to Game Analysis
Author: Clara Fernández-Vara
Publisher: Routledge
Total Pages: 243
Release: 2014-07-17
Genre: Social Science
ISBN: 1134474202

Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Introduction to Game Analysis serves as an accessible guide to analyzing games using strategies borrowed from textual analysis. Clara Fernández-Vara’s concise primer provides instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Bioshock and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary.

Ethnomethodology's Program

Ethnomethodology's Program
Author: Harold Garfinkel
Publisher: Rowman & Littlefield
Total Pages: 320
Release: 2002
Genre: Social Science
ISBN: 9780742516427

Since the 1967 publication of Studies in Ethnomethodology, Harold Garfinkel has indelibly influenced the social sciences and humanities worldwide. This new book, the long-awaited sequel to Studies, comprises Garfinkel's work over three decades to further elaborate the study of ethnomethodology. 'Working out Durkheim's Aphorism, ' the title used for this new book, emphasizes Garfinkel's insistence that his position focuses on fundamental sociological issues--and that interpretations of his position as indifferent to sociology have been misunderstandings. Durkheim's aphorism states that the concreteness of social facts is sociology's most fundamental phenomenon. Garfinkel argues that sociologists have, for a century or more, ignored this aphorism and treated social facts as theoretical, or conceptual, constructions. Garfinkel in this new book shows how and why sociology must restore Durkheim's aphorism, through an insistence on the concreteness of social facts that are produced by complex social practices enacted by participants in the social order. Garfinkel's new book, like Studies, will likely stand as another landmark in sociological theory, yet it is clearer and more concrete in revealing human social practices.

Game Feel

Game Feel
Author: Steve Swink
Publisher: CRC Press
Total Pages: 377
Release: 2008-10-13
Genre: Art
ISBN: 1482267330

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

World of Tanks

World of Tanks
Author: Garth Ennis
Publisher: Dark Horse Comics
Total Pages: 123
Release: 2017
Genre: Comics & Graphic Novels
ISBN: 1506700608

"This volume collects issues #1-#5 of the Dark Horse Comics miniseries World of Tanks."--Title page verso.

An Introduction to Game Studies

An Introduction to Game Studies
Author: Frans Mäyrä
Publisher: SAGE
Total Pages: 415
Release: 2008-02-18
Genre: Language Arts & Disciplines
ISBN: 1473902924

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Keys to Play

Keys to Play
Author: Roger Moseley
Publisher: Univ of California Press
Total Pages: 468
Release: 2016-10-28
Genre: Games & Activities
ISBN: 0520291247

A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.

Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 334
Release: 2011-01-20
Genre: Psychology
ISBN: 1101475498

“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.