Ludopolitics


Book Description

What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.




Undertale Art Book


Book Description

every video game has concept art...UNDERTALE is no exception...the difference being that toby fox isnt an artist lol




The Queerness of Video Game Music


Book Description

Video game music is a significant site of queerness where normative demands are questioned, suspended or loosened. Games resist hegemonic musical logics, challenge musical value systems and use music to complicate essentialist notions of identity. This Element proposes three areas of queerness, each representing different relationships between 'queer design' and 'queer engagement', ranging fromunintentionally resistive to explicit engagement with identity. First, this Element examines musical structures that provide queer temporal alternatives to normative linear development, and interactive systems that reframe the power relationship between musical material and listener. Second, it considers 'retro' or 'chiptune' timbres that queer notions of technological progress to be improvements, rejecting chrononormativity. Finally, the Element discusses music that queers the self/other binary of identity. Games present ways of listening to, engaging with and understanding music that provide opportunities to challenge inherited assumptions and reductive or monolithic values, practices and identities.




DanTDM: Trayaurus and the Enchanted Crystal


Book Description

#1 Amazon Bestseller and #1 New York Times Besteller! From the mind of one of the most popular YouTubers of all time, DanTDM, comes a graphic novel adventure that reimagines the Minecraft-style worlds and characters he’s created like you’ve never seen them before. After a day of experiments, Trayaurus and DanTDM are about to call it a night when a strange-looking crystal plummets to earth, breaking into five pieces that scatter far and wide. DanTDM and Trayaurus recover one of the shards and quickly realize they are in possession of an object more powerful than anything they’ve ever known. Word reaches DanTDM and Trayaurus that other pieces of crystal have been recovered—a group of pigs have harnessed the crystals’ power to enable them to talk. But they’re not alone—Dan and Trayaurus’s archenemy, Denton, has also found a shard and manipulated its power for evil. He has created a cloning machine and is producing a terrifying marauding army intent on hunting down the remaining crystals in his effort to become all-powerful. It’s down to DanTDM and Trayaurus to stop him. Will they prevail, or will the forces of evil be too great for them to overcome? Fans of the Elementia Chronicles and the Gameknight999 series will be drawn to DanTDM’s tale about an epic power struggle in a high-stakes world.




Handmade Pixels


Book Description

An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.




Lock-in Fever


Book Description

Times are tough for Q’s family: a new virus is spreading around the world like fire! Forced inside for the safety factor, Q’s family is a disaster even indoors! When the authorities have done their thing, will Q be able to survive to see another day, or will the prison time extend? You’ll never know who’ll come out lucky, especially against a microorganism.




The Temporary Roomie


Book Description

What happens when you have to play nice with your greatest enemy? Revenge.Drew Marshall may have let me move into his spare bedroom while my house is being renovated, but don't think for one second his kindness comes without strings. Big, ugly, fake relationship strings. That's okay, though, Dr. Andrew. I'll agree to your terms, move into your house, and act likeyour girlfriend when the big day comes; but I also plan to make your life miserable-make you pay for what you did to me. I may not be good at forgiving or forgetting, but I'm excellent at getting even.Get ready to laugh until you cry with this sizzling, hilarious, closed-door romantic comedy!




New-York Mirror


Book Description




Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond


Book Description

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.




Pacifism as Pathology


Book Description

A reprint of Churchill's classic writing on pacifism, with a new introduction from Derrick Jensen, this extraordinarily important book cuts to the heart of the fundamental question of whether violence is ever an acceptable tool to help bring about social change. He demystifies and deconstructs dogmatic pacifism - arguing not for blind, unthinking violence, but against blind, unthinking nonviolence. Of interest to people on both sides of the argument, this work is great, clarifying writing on a key concept.