The Video Game Theory Reader

The Video Game Theory Reader PDF Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205183
Category : Social Science
Languages : en
Pages : 372

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Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Video Game Theory Reader

The Video Game Theory Reader PDF Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205183
Category : Social Science
Languages : en
Pages : 372

Get Book

Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Video Game Theory Reader 2

The Video Game Theory Reader 2 PDF Author: Bernard Perron
Publisher: Routledge
ISBN: 113589518X
Category : Games & Activities
Languages : en
Pages : 453

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Book Description
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Two-Person Game Theory

Two-Person Game Theory PDF Author: Anatol Rapoport
Publisher: Courier Corporation
ISBN: 0486281094
Category : Mathematics
Languages : en
Pages : 240

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Book Description
Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.

Ready Player Two

Ready Player Two PDF Author: Shira Chess
Publisher: U of Minnesota Press
ISBN: 1452954992
Category : Games & Activities
Languages : en
Pages : 246

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Book Description
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Before the Crash

Before the Crash PDF Author: Mark J. P. Wolf
Publisher: Wayne State University Press
ISBN: 0814337228
Category : Games & Activities
Languages : en
Pages : 270

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Book Description
Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

Toward a History of Game Theory

Toward a History of Game Theory PDF Author: E. Roy Weintraub
Publisher: Duke University Press
ISBN: 9780822312536
Category : Business & Economics
Languages : en
Pages : 320

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Book Description
During the 1940s "game theory" emerged from the fields of mathematics and economics to provide a revolutionary new method of analysis. Today game theory provides a language for discussing conflict and cooperation not only for economists, but also for business analysts, sociologists, war planners, international relations theorists, and evolutionary biologists. Toward a History of Game Theory offers the first history of the development, reception, and dissemination of this crucial theory. Drawing on interviews with original members of the game theory community and on the Morgenstern diaries, the first section of the book examines early work in game theory. It focuses on the groundbreaking role of the von Neumann-Morgenstern collaborative work, The Theory of Games and Economic Behavior (1944). The second section recounts the reception of this new theory, revealing just how game theory made its way into the literatures of the time and thus became known among relevant communities of scholars. The contributors explore how game theory became a wedge in opening up the social sciences to mathematical tools and use the personal recollections of scholars who taught at Michigan and Princeton in the late 1940s to show why the theory captivated those practitioners now considered to be "giants" in the field. The final section traces the flow of the ideas of game theory into political science, operations research, and experimental economics. Contributors. Mary Ann Dimand, Robert W. Dimand, Robert J. Leonard, Philip Mirowski, Angela M. O'Rand, Howard Raiffa, Urs Rellstab, Robin E. Rider, William H. Riker, Andrew Schotter, Martin Shubik, Vernon L. Smith

Video Games Around the World

Video Games Around the World PDF Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262527162
Category : Games & Activities
Languages : en
Pages : 715

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Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Introduction to the Theory of Games

Introduction to the Theory of Games PDF Author: J. C. C. McKinsey
Publisher: Courier Corporation
ISBN: 0486154424
Category : Mathematics
Languages : en
Pages : 384

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Book Description
This comprehensive overview of the mathematical theory of games illustrates applications to situations involving conflicts of interest, including economic, social, political, and military contexts. Advanced calculus a prerequisite. Includes 51 figures and 8 tables. 1952 edition.

Understanding Video Games

Understanding Video Games PDF Author: Simon Egenfeldt-Nielsen
Publisher: Routledge
ISBN: 1136300422
Category : Games & Activities
Languages : en
Pages : 338

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Book Description
This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology and narratology Gain familiarity with the commercial and organizational aspects of the game industry Trace the history of video games from Pong to Playstation 3 and beyond Explore the aesthetics of game design Evaluate the cultural position of video games Consider the potential effects of both violent and "serious" games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline (including an interactive online version), Understanding Video Games, 2nd Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Horror Video Games

Horror Video Games PDF Author: Bernard Perron
Publisher: McFarland
ISBN: 0786454792
Category : Games & Activities
Languages : en
Pages : 310

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Book Description
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.