The Persistence Of Code In Game Engine Culture
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Author | : Eric Freedman |
Publisher | : Routledge |
Total Pages | : 276 |
Release | : 2020-04-07 |
Genre | : Social Science |
ISBN | : 0429784406 |
With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.
Author | : Frédérik Lesage |
Publisher | : Springer Nature |
Total Pages | : 278 |
Release | : 2024-01-17 |
Genre | : Social Science |
ISBN | : 3031456939 |
This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarization. If ‘being creative’ has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of ‘tool,’ ‘instrument,’ and/or ‘software’. It makes a unique intervention in the fields of cultural production and the cultural and creative industries.
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 | : Eric Freedman |
Publisher | : Taylor & Francis |
Total Pages | : 149 |
Release | : 2022-09-02 |
Genre | : Social Science |
ISBN | : 1000648559 |
This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog’s Uncharted and The Last of Us franchises, to Peloton’s connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.
Author | : Ruha Benjamin |
Publisher | : John Wiley & Sons |
Total Pages | : 172 |
Release | : 2019-07-09 |
Genre | : Social Science |
ISBN | : 1509526439 |
From everyday apps to complex algorithms, Ruha Benjamin cuts through tech-industry hype to understand how emerging technologies can reinforce White supremacy and deepen social inequity. Benjamin argues that automation, far from being a sinister story of racist programmers scheming on the dark web, has the potential to hide, speed up, and deepen discrimination while appearing neutral and even benevolent when compared to the racism of a previous era. Presenting the concept of the “New Jim Code,” she shows how a range of discriminatory designs encode inequity by explicitly amplifying racial hierarchies; by ignoring but thereby replicating social divisions; or by aiming to fix racial bias but ultimately doing quite the opposite. Moreover, she makes a compelling case for race itself as a kind of technology, designed to stratify and sanctify social injustice in the architecture of everyday life. This illuminating guide provides conceptual tools for decoding tech promises with sociologically informed skepticism. In doing so, it challenges us to question not only the technologies we are sold but also the ones we ourselves manufacture. Visit the book's free Discussion Guide: www.dropbox.com
Author | : Eric Freedman |
Publisher | : |
Total Pages | : 234 |
Release | : 2011 |
Genre | : Computers |
ISBN | : |
In this probing study, Eric Freedman focuses on what images from photography, mobile communications, and the Internet reveal about looking. Exploring subjectivity by critically examining the look, he elaborates on the nature of the photographic frame and its relation to interpretive practices. Freedman scrutinizes what he calls "technobiography"—a life written through technology, and considers the movement of personal images into public spaces. He also considers authorship that situates the self as inherently engaged with and inscribed by information technology. All of the chapters in Transient Images explore Freedman's interest in examining how media technologies activate particular notions of self and community. He provides examples that address trauma—pictures of missing children on milk cartons and episodes of the reality series Intervention—as well as the strategies behind creating and distributing personal advertisements on the Internet. Transient Images draws out the tensions that exist in images circulating in the digital era.
Author | : Carol Stabile |
Publisher | : Routledge |
Total Pages | : 269 |
Release | : 2013-09-13 |
Genre | : Performing Arts |
ISBN | : 1136481648 |
In September 1960 a television show emerged from the mists of prehistoric time to take its place as the mother of all animated sitcoms. The Flintstones spawned dozens of imitations, just as, two decades later, The Simpsons sparked a renaissance of primetime animation. This fascinating book explores the landscape of television animation, from Bedrock to Springfield, and beyond. The contributors critically examine the key issues and questions, including: How do we explain the animation explosion of the 1960s? Why did it take nearly twenty years following the cancellation of The Flintstones for animation to find its feet again as primetime fare? In addressing these questions, as well as many others, essays examine the relation between earlier, made-for-cinema animated production (such as the Warner Looney Toons shorts) and television-based animation; the role of animation in the economies of broadcast and cable television; and the links between animation production and brand image. Contributors also examine specific programmes like The Powerpuff Girls, Daria, Ren and Stimpy and South Park from the perspective of fans, exploring fan cybercommunities, investigating how ideas of 'class' and 'taste' apply to recent TV animation, and addressing themes such as irony, alienation, and representations of the family.
Author | : Carol A. Stabile |
Publisher | : Psychology Press |
Total Pages | : 272 |
Release | : 2003 |
Genre | : Animated television programs |
ISBN | : 9780415283267 |
This is a new & original survey of television animation, which provides a full introduction to the historic & contemporary significance of animated programming.
Author | : Paul McLean |
Publisher | : John Wiley & Sons |
Total Pages | : 201 |
Release | : 2016-11-11 |
Genre | : Social Science |
ISBN | : 0745687202 |
Today, interest in networks is growing by leaps and bounds, in both scientific discourse and popular culture. Networks are thought to be everywhere – from the architecture of our brains to global transportation systems. And networks are especially ubiquitous in the social world: they provide us with social support, account for the emergence of new trends and markets, and foster social protest, among other functions. Besides, who among us is not familiar with Facebook, Twitter, or, for that matter, World of Warcraft, among the myriad emerging forms of network-based virtual social interaction? It is common to think of networks simply in structural terms – the architecture of connections among objects, or the circuitry of a system. But social networks in particular are thoroughly interwoven with cultural things, in the form of tastes, norms, cultural products, styles of communication, and much more. What exactly flows through the circuitry of social networks? How are people's identities and cultural practices shaped by network structures? And, conversely, how do people's identities, their beliefs about the social world, and the kinds of messages they send affect the network structures they create? This book is designed to help readers think about how and when culture and social networks systematically penetrate one another, helping to shape each other in significant ways.
Author | : Richard Howells |
Publisher | : John Wiley & Sons |
Total Pages | : 451 |
Release | : 2019-03-05 |
Genre | : Art |
ISBN | : 1509518819 |
This is a book about how to read visual images: from fine art to photography, film, television and new media. It explores how meaning is communicated by the wide variety of texts that inhabit our increasingly visual world. But, rather than simply providing set meanings to individual images, Visual Culture teaches readers how to interpret visual texts with their own eyes. While the first part of the book takes readers through differing theoretical approaches to visual analysis, the second part shifts to a medium-based analysis, connected by an underlying theme about the complex relationship between visual culture and reality. Howells and Negreiros draw together seemingly diverse methodologies, while ultimately arguing for a polysemic approach to visual analysis. The third edition of this popular book contains over fifty illustrations, for the first time in colour. Included in the revised text is a new section on images of power, fear and seduction, a new segment on video games, as well as fresh material on taste and judgement. This timely edition also offers a glossary and suggestions for further reading. Written in a clear, lively and engaging style, Visual Culture continues to be an ideal introduction for students taking courses in visual culture and communications in a range of disciplines, including media and cultural studies, sociology, and art and design.