The Complete Cost of Play


Book Description

Free-to-play (F2P) games have been recently taking the market by the storm, proving to be both popular among users and developers. Delivering the core experience for free and functional or decorative benefits within the game for a small price (microtransactions), can these games really be labelled free? This research explores the costs involved in playing or taking part in free-to-play game communities through an 18-month virtual ethnography. Using a specific F2P browser game which is developed and published in Germany as a case example, interviews are conducted with professionals from the game company, as well as players of the game to explore the influence the payment model has on the various aspects of the game culture. Utilizing the circuit of culture (du Gay et al., 1997) as a theoretical framework, the research empirically explores all the contexts of the game culture in question, from official and non-official game content production and regulation, to appropriation and identification by members of the culture and the representation of themes within the game and of the game within media and public discourse.




Rules of Play


Book Description

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.




Proceedings ...


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The Survey


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The Play That Goes Wrong


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Good evening. I'm Inspector Carter. Take my case. This must be Charles Haversham! I'm sorry, this must've given you all a damn shock. After benefitting from a large and sudden inheritance, the inept and accident-prone Cornley Polytechnic Drama Society embark on producing an ambitious 1920s murder mystery. They are delighted that neither casting issues nor technical hitches currently stand in their way. However, hilarious disaster ensues and the cast start to crack under the pressure, but can they get the production back on track before the final curtain falls? The Play That Goes Wrong is a farcical murder mystery, a play within a play, conceived and performed by award-winning company Theatre Mischief. It was first published as a one-act play and is published in this new edition as a two-act play.







Report


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Bulletin


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Mind and Body


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