Browsing posts tagged: Mass Media
Statistical Deception at Work

Written to reveal statistical deceptions often thrust upon unsuspecting journalists, this book views the use of numbers from a public perspective. Illustrating how the statistical naivete of journalists often nourishes quantitative misinformation, the author’s intent is to make journalists more critical appraisers of numerical data so that in reporting them they do not deceive the […]

Joystick Soldiers

Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. […]

Postmortems from Game Developer

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful […]

Videogames

In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and […]

Militainment, Inc.

Militainment, Inc. offers provocative, sometimes disturbing insight into the ways that war is presented and viewed as entertainment or „militainment“ in contemporary American popular culture. War has been the subject of entertainment for centuries, but Roger Stahl argues that a new interactive mode of militarized entertainment is recruiting its audience as virtual-citizen soldiers. The author […]

Playing Video Games

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine […]

Convergence and Fragmentation

Convergence under pressure leads to fragmentation. Therefore, the role of the newest information and communication technologies and formats in a changing Europe must be analysed not only in terms of optimistic market projections but also in terms of realistic trends toward complementary fragmentations.

Understanding Counterplay in Video Games

This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay […]

The Dark Side of Game Play

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic […]

The Culture of Digital Fighting Games

This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their […]