Wordplay and the Discourse of Video Games

Wordplay and the Discourse of Video Games
Title Wordplay and the Discourse of Video Games PDF eBook
Author Christopher A. Paul
Publisher Routledge
Total Pages 227
Release 2012-03-15
Genre Games & Activities
ISBN 1136343059

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In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

Real Games

Real Games
Title Real Games PDF eBook
Author Mia Consalvo
Publisher MIT Press
Total Pages 219
Release 2019-10-01
Genre Games & Activities
ISBN 0262042606

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How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

Approaches to Videogame Discourse

Approaches to Videogame Discourse
Title Approaches to Videogame Discourse PDF eBook
Author Astrid Ensslin
Publisher Bloomsbury Publishing USA
Total Pages 331
Release 2019-05-02
Genre Social Science
ISBN 1501338463

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The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

Multimodal Semiotics and Rhetoric in Videogames

Multimodal Semiotics and Rhetoric in Videogames
Title Multimodal Semiotics and Rhetoric in Videogames PDF eBook
Author Jason Hawreliak
Publisher Routledge
Total Pages 171
Release 2018-09-14
Genre Language Arts & Disciplines
ISBN 1351659715

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This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.

The International Encyclopedia of Language and Social Interaction, 3 Volume Set

The International Encyclopedia of Language and Social Interaction, 3 Volume Set
Title The International Encyclopedia of Language and Social Interaction, 3 Volume Set PDF eBook
Author Cornelia Ilie
Publisher John Wiley & Sons
Total Pages 1675
Release 2015-06-08
Genre Social Science
ISBN 1118611101

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The International Encyclopedia of Language and Social Interaction is an invaluable reference work featuring contributions from leading global scholars, available both online and as a three-volume print set. The definitive international reference work on a topic of major and increasing importance, in a new series of sub-disciplinary international encyclopedias Provides state-of-the-art research for scholars in a highly interactive and accessible format, available both online and as a three-volume print set Covers key research topics in the field with contributions from a team of experienced, global editors Successfully brings into a single source, explication of all of the fascinating and ground-breaking Language and Social Interaction work developing globally and across subjects Part of The Wiley Blackwell-ICA International Encyclopedias of Communication series, published in conjunction with the International Communication Association. Online version available at Wiley Online Library

Free-to-Play

Free-to-Play
Title Free-to-Play PDF eBook
Author Christopher A. Paul
Publisher MIT Press
Total Pages 306
Release 2020-10-13
Genre Games & Activities
ISBN 0262539411

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An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games. Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against these games that stems more from who is making and playing them than how they are monetized. Free-to-play and mobile games appeal to a different kind of player, many of whom are women and many of whom prefer different genres of games than multi-level action-oriented killing fests. It's not a coincidence that some of the few free-to-play games that have been praised by games journalists are League of Legends and World of Tanks.

Sports Videogames

Sports Videogames
Title Sports Videogames PDF eBook
Author Mia Consalvo
Publisher Routledge
Total Pages 324
Release 2013-07-18
Genre Games & Activities
ISBN 1136191984

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From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.