The Paradox of Transgression in Games

The Paradox of Transgression in Games
Title The Paradox of Transgression in Games PDF eBook
Author Torill Elvira Mortensen
Publisher Routledge
Total Pages 201
Release 2020-02-24
Genre Games & Activities
ISBN 1000049531

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The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Transgression in Games and Play

Transgression in Games and Play
Title Transgression in Games and Play PDF eBook
Author Kristine Jorgensen
Publisher MIT Press
Total Pages 328
Release 2019-02-05
Genre Games & Activities
ISBN 0262348713

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Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

Fictional Games

Fictional Games
Title Fictional Games PDF eBook
Author Stefano Gualeni
Publisher Bloomsbury Publishing
Total Pages 217
Release 2022-12-15
Genre Philosophy
ISBN 1350277096

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What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Fifty Key Video Games

Fifty Key Video Games
Title Fifty Key Video Games PDF eBook
Author Bernard Perron
Publisher Taylor & Francis
Total Pages 349
Release 2022-07-26
Genre Games & Activities
ISBN 1000596230

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This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Title Encyclopedia of Video Games [3 volumes] PDF eBook
Author Mark J. P. Wolf
Publisher Bloomsbury Publishing USA
Total Pages 1365
Release 2021-05-24
Genre Games & Activities
ISBN 1440870209

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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.

Crime, Punishment, and Video Games

Crime, Punishment, and Video Games
Title Crime, Punishment, and Video Games PDF eBook
Author Kristine Levan
Publisher Rowman & Littlefield
Total Pages 236
Release 2022-11-22
Genre Social Science
ISBN 1793613389

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Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone considers themselves a gamer, video games are undoubtedly relevant to modern society, and this text discusses how the shift in gaming has impacted our perceptions of deviance, crime, and justice. The authors explore past, present and future manifestations of these connections, considering how the game industry, policy makers, and researchers can work toward a better understanding of how and why video games are an important area of study for criminologists and sociologists, and how games will present new promises and challenges in the years to come.

Video Games and Comedy

Video Games and Comedy
Title Video Games and Comedy PDF eBook
Author Krista Bonello Rutter Giappone
Publisher Springer Nature
Total Pages 371
Release 2022-03-26
Genre Performing Arts
ISBN 3030883388

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Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.