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Wotakoi: Love Is Hard for Otaku Complete Manga Box Set - Fujita - Bog - Kodansha America, Inc - Plusbog.dk

The Toxic Meritocracy of Video Games - Christopher A. Paul - Bog - University of Minnesota Press - Plusbog.dk

The Toxic Meritocracy of Video Games - Christopher A. Paul - Bog - University of Minnesota Press - Plusbog.dk

An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

DKK 800.00
1

Simulations and Gaming across Disciplines and Cultures - - Bog - SAGE Publications Inc - Plusbog.dk

Simulations and Gaming across Disciplines and Cultures - - Bog - SAGE Publications Inc - Plusbog.dk

This comprehensive and immensely readable volume takes the reader to the cutting edge of the field. Like the conference from which it stems, the book has extremely broad coverage in terms of the topics addressed, the disciplines from which the authors come and to which their papers contribute, and the geographic sites of origin of the ideas and findings. The conference presentations, of a high quality in their initial form, have been wonderfully crafted by the authors with the excellent guidance of the editors. It is a timely addition to the literature and belongs on every gamer′s bookshelf. --Cathy Stein Greenblat, Professor of Sociology, Rutgers University, New Jersey With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries. Simulation and Gaming Across Disciplines and Cultures offers readers a cohesive picture of the breadth and richness of the field of simulation and gaming.

DKK 844.00
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Gaming - - Bog - Nova Science Publishers Inc - Plusbog.dk

Gaming - - Bog - Nova Science Publishers Inc - Plusbog.dk

Gaming is continuing to grow into one of the largest entertainment industries, not only in North America but also in the entire world. It has been estimated that, as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a United States household, and 80% of these households own at least one device that plays video games (Entertainment Software Association, 2015). The average gamer spends eight hours a week playing video games, with more hard-core gamers playing, on average, thirty hours a week (ESRB, 2010). Depending on the genre, video games can require a considerable time investment, often far beyond the time required to consume other entertainment media. This is especially the case with online-based video games (Yee, 2006). As a result, video games can significantly affect intimate relationships. The first chapter of this book discusses implications of video games for a couple''s emotional health. Chapter Two examines the existing literature on active gaming and physical activity, and addresses game design components that have the potential to impact psychological factors such as motivation, emotions and well-being that may promote or deter long-term game play and physical activity behavior. Chapter Three systematically summarises and evaluates the effectiveness of exergaming on fundamental movement skill competence among children and young adults. Chapter Four reviews some neuroimaging internet gaming disorder (IGD) studies and discusses the findings. The book concludes with a commentary on internet gaming disorders and its impact on the children who play.

DKK 820.00
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Undertale - Anastasia Salter - Bog - The University of Chicago Press - Plusbog.dk

Undertale - Anastasia Salter - Bog - The University of Chicago Press - Plusbog.dk

What makes a real game? Who is a gamer? And what type of play do we value? On the surface, the 2015 game Undertale didn’t seem like much, supported by fan funding and with minimalist retro graphics. But despite its pixelated monsters and dated role-playing mechanics, Undertale invited fans and players to rethink their very relationship with gaming and game characters. Players encountered an extraordinary range of possible play experiences, with paths through the game’s unassuming world leading to both empathy and extreme violence, offering room for reflection and growth. Players could befriend (sometimes queer) monsters or kill them, for instance, appealing to each monster’s unique personality to negotiate survival and find community. Contextualizing this game’s success in the wake of the GamerGate online harassment campaign and meditating on questions of violence and authenticity, writer and game scholar Anastasia Salter offers a profound exploration of this game sensation and a personal story of hope at a time when Salter was otherwise “done” with games. Undertale’s unique structure helped make it synonymous with “indie” games, built outside of the studio as a passion project and inspiring similar passion among its many fans even a decade later. But Undertale’s story also speaks to an auteur dream: what game developer Toby Fox and his collaborators accomplished on a small budget, with relatively simple tools, has left people replaying, arguing, and creating in its wake. As we enter a cultural moment where intense interest is shifting towards flashy creativity, powered by generative artificial intelligence, Undertale reminds fans and newcomers of the power of thoughtful and intentional human design.

DKK 1042.00
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