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cod mobilized gameplay: The dark and the light side of gaming Felix Reer, Marko Siitonen, Teresa De La Hera, 2024-01-23 |
cod mobilized gameplay: War Games Jonna Eagle, 2019-11-15 The word “wargames” might seem like a contradiction in terms. After all, the declaration “This is war” is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war? This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare? Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war. |
cod mobilized gameplay: Nintendo Power , 2009-10 |
cod mobilized gameplay: Game Research Methods: An Overview Patri Lankoski, Staffan Björk, et al., 2015 Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.--Provided by publisher. |
cod mobilized gameplay: Reality Is Broken Jane McGonigal, 2011-01-20 “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient. |
cod mobilized gameplay: Gaming Empire in Children's British Board Games, 1836-1860 Megan A. Norcia, 2019-03-25 Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as absent-minded imperialists. Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture. |
cod mobilized gameplay: Architecture and Videogames Vincent Hui, Ryan Scavnicky, Tatiana Estrina, 2025-02-04 This book explores and affirms the emergent symbiosis between videogames and architecture, including insights from a diverse range of disciplines. With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow? The book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures. |
cod mobilized gameplay: War: How Conflict Shaped Us Margaret MacMillan, 2021-10-05 Is peace an aberration? The New York Times bestselling author of Paris 1919 offers a provocative view of war as an essential component of humanity. NAMED ONE OF THE TEN BEST BOOKS OF THE YEAR BY THE NEW YORK TIMES BOOK REVIEW “Margaret MacMillan has produced another seminal work. . . . She is right that we must, more than ever, think about war. And she has shown us how in this brilliant, elegantly written book.”—H.R. McMaster, author of Dereliction of Duty and Battlegrounds: The Fight to Defend the Free World The instinct to fight may be innate in human nature, but war—organized violence—comes with organized society. War has shaped humanity’s history, its social and political institutions, its values and ideas. Our very language, our public spaces, our private memories, and some of our greatest cultural treasures reflect the glory and the misery of war. War is an uncomfortable and challenging subject not least because it brings out both the vilest and the noblest aspects of humanity. Margaret MacMillan looks at the ways in which war has influenced human society and how, in turn, changes in political organization, technology, or ideologies have affected how and why we fight. War: How Conflict Shaped Us explores such much-debated and controversial questions as: When did war first start? Does human nature doom us to fight one another? Why has war been described as the most organized of all human activities? Why are warriors almost always men? Is war ever within our control? Drawing on lessons from wars throughout the past, from classical history to the present day, MacMillan reveals the many faces of war—the way it has determined our past, our future, our views of the world, and our very conception of ourselves. |
cod mobilized gameplay: The Routledge Companion to Video Game Studies Mark J.P. Wolf, Bernard Perron, 2023-06-19 A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike. |
cod mobilized gameplay: Computer-Mediated Communication Caleb T. Carr, 2025-01-15 Caleb T. Carr introduces students to fundamental concepts, theories, and applications of computer-mediated communication. Building on CFO, SIP, SIDE, and hyperpersonal CMC theories, this engaging text gives students a framework for human communication across all existing and future digital channels. The second edition adds a new chapter on health and wellbeing, increased and updated discussion of AI and immersive VR and AR technologies. |
cod mobilized gameplay: Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition Mizuko Ito, Sonja Baumer, Matteo Bittanti, Danah Boyd, Rachel Cody, 2019-09-24 The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. |
cod mobilized gameplay: Cultures of Computer Game Concerns Estrid Sörensen, 2017-03-18 Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies. |
cod mobilized gameplay: Innovation in the Cultural and Creative Industries Estelle Pellegrin-Boucher, Pierre Roy, 2020-01-02 Technological innovations, sociological and consumer trends, and growing internationalization are transforming the cultural and creative industries (CCIs). These changes present new challenges for CCIs that require original and inventive answers. Innovation in the Cultural and Creative Industries analyzes the powerful strategies put in place by CCI organizations such as Nintendo, the Lascaux Cave and Daft Punk. The case studies presented in this book cover video games, books, music, museums, fashion, film and architecture. Each chapter is organized around five key points: a theoretical framework that focuses on a specific concept, a description of the methodological mechanism mobilized, a presentation of the industry concerned, the analysis of the innovative strategy and a recap of the lessons and best practices demonstrated by the case. |
cod mobilized gameplay: Digital Roots Gabriele Balbi, Nelson Ribeiro, Valérie Schafer, Christian Schwarzenegger, 2021-09-07 As media environments and communication practices evolve over time, so do theoretical concepts. This book analyzes some of the most well-known and fiercely discussed concepts of the digital age from a historical perspective, showing how many of them have pre-digital roots and how they have changed and still are constantly changing in the digital era. Written by leading authors in media and communication studies, the chapters historicize 16 concepts that have become central in the digital media literature, focusing on three main areas. The first part, Technologies and Connections, historicises concepts like network, media convergence, multimedia, interactivity and artificial intelligence. The second one is related to Agency and Politics and explores global governance, datafication, fake news, echo chambers, digital media activism. The last one, Users and Practices, is finally devoted to telepresence, digital loneliness, amateurism, user generated content, fandom and authenticity. The book aims to shed light on how concepts emerge and are co-shaped, circulated, used and reappropriated in different contexts. It argues for the need for a conceptual media and communication history that will reveal new developments without concealing continuities and it demonstrates how the analogue/digital dichotomy is often a misleading one. |
cod mobilized gameplay: Star Trek: Discovery—Adventures in the 32nd Century Kirsten Beyer, Mike Johnson, 2022-12-14 Explore the far future of Star Trek in these adventures set after the U.S.S. Discovery’s jump forward in time at the end of Season Two! Uncover new stories of four fan-favorite characters! First up, Grudge—who is very much a queen and NOT a cat—works tirelessly to keep her interplanetary courier/working human, Cleveland Booker, safe. Next, witness the heart-wrenching history that brought Adira Tal to Discovery and how they were paired with one of the last remaining Trill symbionts. Then, while on a mysterious mission to a frozen world, Lieutenant Commander Detmer encounters the last person she expects to find: herself! And, in the finale, Saurian Lieutenant Linus has never truly fit in with his Starfleet colleagues, but an encounter with an undiscovered species will put all their fates, and the ship’s, in his hands! Longtime Star Trek comics creators Mike Johnson and Angel Hernandez, the team behind Star Trek: Discovery—Succession, Star Trek: Discovery—The Light of Kahless, and Star Trek: Discovery—Aftermath, reunite with Star Trek: Picard co-creator Kirsten Beyer in their fourth comics tie-in to the hit streaming series. |
cod mobilized gameplay: Coin-operated Americans Carly A. Kocurek, 2015 Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari's Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the video gamer as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy's Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games--and in the digital working world beyond.-- |
cod mobilized gameplay: Watch Me Play T. L. Taylor, 2018-10-16 A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment. |
cod mobilized gameplay: The Language of New Media Lev Manovich, 2002-02-22 A stimulating, eclectic accountof new media that finds its origins in old media, particularly the cinema. In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database. Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media. |
cod mobilized gameplay: Game Mechanics Ernest Adams, Joris Dormans, 2012-06-18 This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art. --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design. |
cod mobilized gameplay: Playing with the Past Matthew Wilhelm Kapell, Andrew B.R. Elliott, 2013-10-24 Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself. |
cod mobilized gameplay: Information Politics Tim Jordan, 2015 A critical look into how far our lives are controlled by modern digital systems, and how digital information is used by the powerful. |
cod mobilized gameplay: Adolescent Gambling Mark Griffiths, 1995 Mark Griffiths has carried out extensive research into why some adolescents get hooked on gambling, how they gamble and what can be done about it. In this book he provides an overview of adolescent gambling worldwide. |
cod mobilized gameplay: Zones of Control Pat Harrigan, Matthew G. Kirschenbaum, 2016-04-15 Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong |
cod mobilized gameplay: Digital Material Marianne van den Boomen, 2009 This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective. |
cod mobilized gameplay: A Newborn Business Zoltan Andrejkovics, 2018-10-05 Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series How can I become a professional esports player? How can I make a living playing esports? What is the lifespan of an esports game? What are the most popular esports? These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large. |
cod mobilized gameplay: Funology 2 Mark Blythe, Andrew Monk, 2018-07-20 How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field. |
cod mobilized gameplay: Post Memes Dan Bristow, Alfie Bown, 2019 Art-form, send-up, farce, ironic disarticulation, pastiche, propaganda, trololololol, mode of critique, mode of production, means of politicisation, even of subjectivation - memes are the inner currency of the internet's circulatory system. Independent of any one set value, memes are famously the mode of conveyance for the alt-right, the irony left, and the apoliticos alike, and they are impervious to many economic valuations: the attempts made in co-opting their discourse in advertising and big business have made little headway, and have usually been derailed by retaliative meming. POST MEMES: SEIZING THE MEMES OF PRODUCTION takes advantage of the meme's subversive adaptability and ripeness for a focused, in-depth study. Pulling together the interrogative forces of a raft of thinkers at the forefront of tech theory and media dissection, this collection of essays paves a way to articulating the semiotic fabric of the early 21st century's most prevalent means of content posting, and aims at the very seizing of the memes of production for the imagining and creation of new political horizons. With contributions from Scott and McKenzie Wark, Patricia Reed, Jay Owens, Thomas Hobson and Kaajal Modi, Dominic Pettman, Bogna M. Konior, and Eric Wilson, among others, this essay volume offers the freshest approaches available in the field of memes studies and inaugurates a new kind of writing about the newest manifestations of the written online. The book aims to become the go-to resource for all students and scholars of memes, and will be of the utmost interest to anyone interested in the internet's most viral phenomenon. ABOUT THE EDITORS ALFIE BOWN is the author of several books including The Playstation Dreamworld (Polity, 2017) and In the Event of Laughter: Psychoanalysis, Literature and Comedy (Bloomsbury, 2018). He is also a journalist for the Guardian, the Paris Review, and other outlets. DAN BRISTOW is a recovering academic, a bookseller, and author of Joyce and Lacan: Reading, Writing, and Psychoanalysis (Routledge, 2016) and 2001: A Space Odyssey and Lacanian Psychoanalytic Theory (Palgrave, 2017). He is also the co-creator with Alfie Bown of Everyday Analysis, now based at New Socialist magazine. |
cod mobilized gameplay: The Interactive Past Angus A. A. Mol, Angenitus Arie Andries Mol, Csilla E. Ariese-Vandemeulebroucke, Krijn H. J. Boom, Aris Politopoulos, 2017 Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. |
cod mobilized gameplay: Media Programming Susan Tyler Eastman, Douglas A. Ferguson, 2009 This book is primarily about television and radio and it focuses on entertainment and informational programs coming to viewers as pre-produced units of content. -Pref. [This book] provides students with ... information on the techniques and strategies used in the programming industry. [This] text covers all aspects of media programming for broadcast and cable television, radio, and the Internet ... The authors explore how programs (units of content) are selected (or not selected), how programs are arranged in schedules of various kinds, how programs are evaluated by the industry, and how they are promoted to audiences and advertisers. The book also delves into the limits of media programming arising from technology, regulations, policies, and marketing needs, as well as how things like human attention spans, lifestyle patterns and economics determine the availability and arrangement of media entertainment content. -http://www.wadsworth.com. |
cod mobilized gameplay: The Power of Play in Higher Education Alison James, Chrissi Nerantzi, 2019-01-31 This book examines the increasing popularity of creativity and play in tertiary learning, and how it can be harnessed to enhance the student experience at university. While play is often misunderstood as something ‘trivial’ and associated with early years education, the editors and contributors argue that play contributes to social and human development and relations at a fundamental level. This volume invalidates the commonly held assumption that play is only for children, drawing together numerous case studies from higher education that demonstrate how researchers, students and managers can benefit from play as a means of liberating thought, overturning obstacles and discovering fresh approaches to persistent challenges. This diverse and wide-ranging edited collection unites play theory and practice to address the gulf in research on this fascinating topic. It will be of interest and value to educators, students and scholars of play and creativity, as well as practitioners and academic leaders looking to incorporate play into the curriculum. |
cod mobilized gameplay: The Multiplayer Classroom Lee Sheldon, 2020 Go beyond gamification's badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn't over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don't even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam. |
cod mobilized gameplay: Interactivity, Game Creation, Design, Learning, and Innovation Anthony L. Brooks, Eva Brooks, Cristina Sylla, 2019-01-30 This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions. |
cod mobilized gameplay: The Postnormal Times Reader Ziauddin Sardar, 2019-01-01 IIIT Books-In-Brief Series is a valuable collection of the Institute’s key publications written in condensed form to give readers a core understanding of the main contents of the original. Postnormal times are best defined as ‘an in-between period where old orthodoxies are dying, new ones have yet to be born, and very few things seem to make sense’. or, as Ezio Mauro puts it: ‘we are hanging between the “no longer” and the “not yet” and thus we are necessary unstable –nothing around us is fixed, not even our direction of travel.’ The postnormal times theory attempts to make sense of a rapidly changing world, where uncertainty is the dominant theme and ignorance has become a valuable community. The Postnormal Times Reader is a pioneering anthology of writings on the contradictory, complex and chaotic nature of our era. It covers the origins, theory and methods of postnormal times; and examines a host of issues, ranging from climate change, governance, Middle East to religion and science, from the perspective of postnormal times. By mapping some of the key local and global issues of our transitional age, the Reader suggests a way of navigating our turbulent futures. |
cod mobilized gameplay: Masculinities in Play Nicholas Taylor, Gerald Voorhees, 2018-10-06 This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention. |
cod mobilized gameplay: Korea's Online Gaming Empire Dal Yong Jin, 2010-10-01 The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets. |
cod mobilized gameplay: Screenplay Geoff King, Tanya Krzywinska, 2002 Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC. |
cod mobilized gameplay: The Ethics of Affect Patrick W. Galbraith, 2021-09-20 Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or cute girl characters, in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is real, even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as my wife. This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines. |
cod mobilized gameplay: War Games Philip Hammond, Holger Pötzsch, 2019-12-12 Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles? |
cod mobilized gameplay: Translingual Dispositions Allana Frost, Julia E. Kiernan, Suzanne Blum Malley, 2020-11-02 Working within the framework of translanguaging, the contributors to this collection offer nuanced explorations of how translingual dispositions can be facilitated in English-medium postsecondary writing programs and classrooms. The authors and editors comprise a wide array of writing scholars from diverse teaching and learning contexts with a corresponding array of institutional, disciplinary, and pedagogical expectations and pressures. The work shared in this collection offers readers cases of translingual dispositions that consider the personal, pedagogical, and institutional challenges associated with the adoption of a translingual disposition and interrogate academic translingual practices in U.S. and international English-medium settings. |
新手入坑COD、从哪一部开始玩呢? - 知乎
分别是cod1,2,3,14。前三部是已经可以算作古董类的fps游戏了,如果拿不是二战风格以及老游戏狂热爱好者,尽量不要玩。cod14是个比较雷的cod游戏,而且和前期的cod系列(cod1 …
对于从没玩过使命召唤玩家,1到19部中应该选择哪一部开始玩 …
Sep 14, 2023 · 比较推荐11高级战争,个人觉得所有cod里最好玩的,也有很多人喜欢13,但我感觉这作像是皇牌空战。 12感觉很像生化奇兵。 16往后是一个阶段,显然16是最出色的,也有很 …
如果只考虑单机部分,你会推荐《使命召唤》系列的哪几部? - 知乎
Oct 17, 2022 · 这也是截止目前二战题材cod正作中唯二没有苏军的作品之一——这部里是美军、英军、加拿大军队和流亡波兰军队,另一部是2017年的codww2。 《使命召唤4:现代战争》是 …
Visual Studio 和 VSCode 哪个好? - 知乎
在 Windows 下进行 Linux 开发。编程语言是 C++。大佬能分析下用 Visual Studio 和 VSCode 各自的优缺点…
安全验证 - 知乎
Jan 1, 2003 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭 …
如何评价腾讯上线新游《三角洲行动》? - 知乎
虽然此后《使命召唤》(cod)和《半条命》系列及其衍生的《反恐精英》(cs)占据了fps游戏的主流地位,但老一辈ip的潜在号召力依然存在。 在上世纪末,尽管FPS游戏已经不少,但大多 …
银行电汇号码(Swift Code)是啥? - 知乎
请问,从海外银行到国内银行汇款时,要填“收款人的银行电汇号码(Swift Code)”,这个号码每个银行是唯…
自来水中的TDS正常值是多少? - 知乎
否则可能会导致细菌和cod超标,一定要记得。 2.忘记换滤芯=喝到脏脏水. 要记住滤芯更换的时间,到时间了要更换滤芯。 也可以参考tds值的变化,现在很多净水器都自带tds显示,留心观察 …
SKU到底是什么意思?大白话说一下,最好举个例子,谢谢 ? - 知乎
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业 …
AMD 显卡与 NVIDIA 显卡相比有什么优劣势? - 知乎
作为上班族,需要一款性价比高的显卡,想了解一下 amd 显卡与 nvidia 显卡相比较的优劣势,以便做出选择。
新手入坑COD、从哪一部开始玩呢? - 知乎
分别是cod1,2,3,14。前三部是已经可以算作古董类的fps游戏了,如果拿不是二战风格以及老游戏狂热爱好者,尽量不要玩。cod14是个比较雷的cod游戏,而且和前期的cod系列(cod1-2)一样没有 …
对于从没玩过使命召唤玩家,1到19部中应该选择哪一部开始玩 …
Sep 14, 2023 · 比较推荐11高级战争,个人觉得所有cod里最好玩的,也有很多人喜欢13,但我感觉这作像是皇牌空战。 12感觉很像生化奇兵。 16往后是一个阶段,显然16是最出色的,也有很多人喜 …
如果只考虑单机部分,你会推荐《使命召唤》系列的哪几部? - 知乎
Oct 17, 2022 · 这也是截止目前二战题材cod正作中唯二没有苏军的作品之一——这部里是美军、英军、加拿大军队和流亡波兰军队,另一部是2017年的codww2。 《使命召唤4:现代战争》是整个系列的 …
Visual Studio 和 VSCode 哪个好? - 知乎
在 Windows 下进行 Linux 开发。编程语言是 C++。大佬能分析下用 Visual Studio 和 VSCode 各自的优缺点…
安全验证 - 知乎
Jan 1, 2003 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业 …
如何评价腾讯上线新游《三角洲行动》? - 知乎
虽然此后《使命召唤》(cod)和《半条命》系列及其衍生的《反恐精英》(cs)占据了fps游戏的主流地位,但老一辈ip的潜在号召力依然存在。 在上世纪末,尽管FPS游戏已经不少,但大多数还是以超 …
银行电汇号码(Swift Code)是啥? - 知乎
请问,从海外银行到国内银行汇款时,要填“收款人的银行电汇号码(Swift Code)”,这个号码每个银行是唯…
自来水中的TDS正常值是多少? - 知乎
否则可能会导致细菌和cod超标,一定要记得。 2.忘记换滤芯=喝到脏脏水. 要记住滤芯更换的时间,到时间了要更换滤芯。 也可以参考tds值的变化,现在很多净水器都自带tds显示,留心观察数值是否突 …
SKU到底是什么意思?大白话说一下,最好举个例子,谢谢 ? - 知 …
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …
AMD 显卡与 NVIDIA 显卡相比有什么优劣势? - 知乎
作为上班族,需要一款性价比高的显卡,想了解一下 amd 显卡与 nvidia 显卡相比较的优劣势,以便做出选择。