Speedrun Science


Book Description




Mixed Reality and Games


Book Description

Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.




Speedrunning


Book Description

More than 30 years after its 1985 release on the Nintendo Entertainment System, Super Mario Bros. continues to be one of the best-selling video games of all time. For many, completing the classic side-scrolling platformer remains challenging enough to provide many hours of entertainment. In late 2016 an American gamer known online as "darbian" completed the game in record time, rescuing Princess Peach in 4 minutes, 56 seconds. darbian practices speedrunning, a method of play in which quick reflexes and intimate familiarity with games are used to complete them in the fastest possible time. Through 10 interviews with darbian and other elite speedrunners, this book explores the history and techniques of this intense and competitive type of gaming.




Drawing Theories Apart


Book Description

Winner of the 2007 Pfizer Prize from the History of Science Society. Feynman diagrams have revolutionized nearly every aspect of theoretical physics since the middle of the twentieth century. Introduced by the American physicist Richard Feynman (1918-88) soon after World War II as a means of simplifying lengthy calculations in quantum electrodynamics, they soon gained adherents in many branches of the discipline. Yet as new physicists adopted the tiny line drawings, they also adapted the diagrams and introduced their own interpretations. Drawing Theories Apart traces how generations of young theorists learned to frame their research in terms of the diagrams—and how both the diagrams and their users were molded in the process. Drawing on rich archival materials, interviews, and more than five hundred scientific articles from the period, Drawing Theories Apart uses the Feynman diagrams as a means to explore the development of American postwar physics. By focusing on the ways young physicists learned new calculational skills, David Kaiser frames his story around the crafting and stabilizing of the basic tools in the physicist's kit—thus offering the first book to follow the diagrams once they left Feynman's hands and entered the physics vernacular.




The Cultural Gutter


Book Description

Science fiction, fantasy, comics, romance, genre movies, games all drain into the Cultural Gutter, a website dedicated to thoughtful articles about disreputable art-media and genres that are a little embarrassing. Irredeemable. Worthy of Note, but rolling like errant pennies back into the gutter. The Cultural Gutter is dangerous because we have a philosophy. We try to balance enthusiasm with clear-eyed, honest engagement with the material and with our readers. This book expands on our mission with 10 articles each from science fiction/fantasy editor James Schellenberg, comics editor and publisher Carol Borden, romance editor Chris Szego, screen editor Ian Driscoll and founding editor and former games editor Jim Munroe.




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.




A History of Competitive Gaming


Book Description

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.




The Beauty of Games


Book Description

How games create beauty and meaning, and how we can use them to explore the aesthetics of thought. Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think about literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect. In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.




Metagaming


Book Description

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.




Science and Football VI


Book Description

Science and Football VI showcases the very latest scientific research into the variety of sports known as football. These include the games of association football, the rugby codes (union and league), and the national codes (American, Australian and Gaelic). The book aims to bridge the gap between theory and practice in football studies, and presents important new work in key areas such as: Biomechanics Sports medicine Paediatric exercise science Match analysis Environmental physiology Physiology of training Fitness assessment Psychology Social sciences Sports scientists, trainers, coaches, physiotherapists, medical doctors, psychologists, educational officers and professionals working in the range of football codes will find this in-depth, comprehensive text an essential and up-to-date resource of scientific information for their respective fields. The papers contained within this volume were first presented at The Sixth World Congress on Science and Football, held in January 2007 in Antalya, Turkey. The meeting was held under the auspices of the International Steering Group on Science and Football, a representative member of the World Commission of Science and Sports. Thomas Reilly is Director of the Research Institute for Sport and Exercise Sciences at Liverpool John Moores University. He is President of the World Commission of Science and Sports and Chair of the International Steering Group on Science and Football. Feza Korkusuz is Director of the Medical Centre and Chair of the Department of Physical Education and Sports at Middle East Technical University, Ankara, Turkey. He is corresponding editor for Clinical Orthopaedics and Related Research and is on the International Education Board of Technology and Health Care Journal.