El periodismo de videojuegos en España


Book Description

¿La prensa de videojuegos es un periodismo amateur? La respuesta está en un libro que recorre esta especialización periodística en España, desde su origen en los años ochenta hasta la actualidad. El lector tiene ante sí un estudio pionero sobre la unión del periodismo y los videojuegos, desde todos los elementos del proceso comunicativo: emisores, receptores y canales de difusión. Se muestra la evolución de las revistas hasta la proliferación de las webs, junto a medios radiofónicos y audiovisuales, todo para componer un mapa de cabeceras especializadas. No falta el papel de la mujer, analizar los géneros periodísticos empleados y el uso de las redes sociales, del infoentretenimiento, del slow journalism, y otras prácticas menos recomendables, pero habituales, como el rumor. Todo apoyado por una extensa bibliografía y entrevistas a directivos de los medios referentes en el periodismo de videojuegos Un libro destinado a ser vital para estudiantes, académicos y profesionales de la comunicación y el ocio interactivo, mientras descubrimos que la prensa de videojuegos está intrínsecamente ligada a la sociedad, se derriban clichés, abrimos nuevos debates y cerramos otros, empezando por la eterna pregunta de si el videojuego es cultura y cómo afecta al ejercicio periodístico.




An Introduction to Game Studies


Book Description

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.




Comunicación digital


Book Description

Este manual está dirigido a estudiantes de comunicación y de educación de grado y posgrado. El eje central de toda la obra es el novedoso concepto de Factor R-elacional, atendiendo al nuevo modelo que los autores han bautizado como «TRIC» (Tecnologías de la Relación, Información y Comunicación), que dibuja un nuevo escenario de contextos y mediaciones en la comunicación digital y móvil. Este libro contiene todas las partes esenciales para entender la comunicación digital: fundamentos, principios, interactuantes, competencias, mediaciones e inteRmetodología.Desde una perspectiva educomunicativa, los autores proponen métodos innovadores para llevar a cabo prácticas de aprendizaje digital en entornos presenciales, semipresenciales y virtuales. Como aportación final, se entrevista a seis reconoidos expertos en educación mediática y competencia digital para abordar desde su mirada diferentes temas planteados en el libro, de forma dialógica y abierta a la reflexión. También se brinda a los lectores la posibilidad de participar e interactuar en un laboratorio de experiencias TRIC.




Newsgames


Book Description

How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.




The Future of Digital Communication


Book Description

This collection of essays explores the present and future of digital communication through a range of interdisciplinary approaches, all of which focus on the so-called metaverse. The metaverse is a combination of multiple elements of technology – including virtual reality, augmented reality, and video – where users "live" within a digital universe. The vision for this new universe is that its users can work, play, and stay connected with friends through everything. Such a vision is hinted at in existing phenomena such as online game universes.




¡Sonríe, te están puntuando!


Book Description




State of Newsgames 2020


Book Description

This report provides an overview of the common attributes of current news focused games, toys and interactives. It aims to provide a snapshot of the state of newsgames and related digital media a decade after much of the original work on the topic was produced. It offers observations about the subjects covered, mechanics, aesthetic and experiential qualities of such designed experiences.




Travelers in the Third Reich


Book Description

Travelers in the Third Reich is an extraordinary history of the rise of the Nazis based on fascinating first-hand accounts, drawing together a multitude of voices and stories, including politicians, musicians, diplomats, schoolchildren, communists, scholars, athletes, poets, fascists, artists, tourists, and even celebrities like Charles Lindbergh and Samuel Beckett. Their experiences create a remarkable three-dimensional picture of Germany under Hitler—one so palpable that the reader will feel, hear, even breathe the atmosphere.These are the accidental eyewitnesses to history. Disturbing, absurd, moving, and ranging from the deeply trivial to the deeply tragic, their tales give a fresh insight into the complexities of the Third Reich, its paradoxes, and its ultimate destruction.







Global Projects at War


Book Description

The break up of countries, the end of the current planetary economic model, the regionalization of economies, the birth of global supra national projects. Change of the cosmic energy of Atlanticism (NATO, USA, North Atlantic) to the Eastern and Pacific zone (Silk Road, China, Eurasia) with Latin America as its second node. The book explains what the new economic model will need to constructed and agreed on after the global collapse of our world in 2 or 3 years.