Players Unleashed!


Book Description

A compelling examination of the the practice and implications of modding as they apply to the bestelling computer game The Sims.




Violence | Perception | Video Games


Book Description

This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.




Players Unleashed!


Book Description

A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.




Role Playing Materials


Book Description

Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.




Shuffling the Deck: The Knutpunkt 2018 Printed Companion


Book Description

The printed companion for Knutpunkt 2018, the yearly conference on Nordic larp that takes place in Sweden this year. It includes twenty selected essays on the theory and practice of larp design; including designer and organiser experiences, practical tips and tricks for designers as well as players, theoretical contributions, and debate articles.




THE GAMES OF THE HEART


Book Description

Headline: Are You Ready to Uncover the Secrets of the Games That Play with Your Heart? Relate: Have you ever found yourself trapped in a cycle of heartbreak and disappointment? Do you struggle to understand the games people play in relationships? Are you ready to uncover the secrets of the heart and learn how to win the game of love? Credibility: In "The Games of the Heart", author Damian Wayne takes you on a journey of self-discovery and exploration, revealing the hidden dynamics of relationships and the games that shape our hearts. With his expertise and insightful guidance, you'll learn how to navigate the complex world of love and relationships. Bullet Points: - Uncover the 5 games that people play in relationships and how to recognize them - Learn the secrets of emotional manipulation and how to protect yourself - Discover the art of effective communication and conflict resolution - Understand the psychology of attraction and how to build a strong connection - Learn how to break free from toxic relationships and patterns - Develop a stronger sense of self and emotional intelligence - Master the art of vulnerability and intimacy - Unlock the secrets of forgiveness and moving on Call to Action: If you want to win the game of love, build strong and healthy relationships, and unlock the secrets of the heart, then scroll up and buy this book today!




The Tabletop Revolution


Book Description

This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.




Analog Game Studies: Volume II


Book Description

Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.




Warez


Book Description

When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media – music, videos, games, and software – before their official sale date and then racing against one another to release the material for free. Warez: The Infrastructure and Aesthetics of Piracy is the first scholarly research book about this underground subculture, which began life in the pre-internet era Bulletin Board Systems and moved to internet File Transfer Protocol servers (“topsites") in the mid- to late-1990s. The “Scene," as it is known, is highly illegal in almost every aspect of its operations. The term “Warez" itself refers to pirated media, a derivative of “software." Taking a deep dive in the documentary evidence produced by the Scene itself, Warez describes the operations and infrastructures an underground culture with its own norms and rules of participation, its own forms of sociality, and its own artistic forms. Even though forms of digital piracy are often framed within ideological terms of equal access to knowledge and culture, Eve uncovers in the Warez Scene a culture of competitive ranking and one-upmanship that is at odds with the often communalist interpretations of piracy. Broad in scope and novel in its approach, Warez is indispensible reading for anyone interested in recent developments in digital culture, access to knowledge and culture, and the infrastructures that support our digital age.




The Black Bruins


Book Description

"The intertwined story of five influential African American athletes who came together as teammates at UCLA in the 1930s" --