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A deeply thoughtful, deeply irreverent look at the mythology of play, Gods and Games ties together Joseph Campbell's approach to myth and religion with Johan Huizinga's view of our species as Homo ludens — "Man the Game-player" — which suggests that play is a central aspect of the human spirit and human culture. "A comprehensive and clear review.... loaded with quotations both pertinent and entertaining that may be eye-openers both to traditional religionists and readers who may never have thought about play in a philosophical or religious sense." —Publishers Weekly
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
George Allen was a fascinating and eccentric figure in the world of football coaching. His remarkable career spanned six decades, from the late 1940s until his sudden death in 1990 at the age of seventy-three. Although he never won a Super Bowl, he never had a losing season as an NFL head coach and was inducted into the Pro Football Hall of Fame in 2002. In George Allen: A Football Life, Mike Richman captures the life and accomplishments of one of the most successful NFL coaches of all time and one of the greatest innovators in the game. A player's coach, Allen was a tremendous motivator and game strategist, as well as a defensive mastermind, and is credited with making special teams a critical focus in an era in which they were an afterthought. He had a keen eye for talent and pulled off masterful trades, often for veteran players who were viewed to be past their prime, who then had great seasons and made his teams much better. In addition to his coaching feats, Allen had an idiosyncratic and controversial personality. His life revolved around football 24-7. One of his quirks was to minimize chewing time by consuming soft foods, giving himself more time to prepare for games and study opponents. He lived and breathed football; he compared losing to death. Allen had contentious relationships with the owners of the two NFL teams for which he was the head coach, the Washington Redskins and Los Angeles Rams. Richman explores why he was fired by those teams and whether he was blackballed from coaching again in the NFL. Based on detailed research and interviews with family, former players, and coaches, George Allen is the definitive biography of the football coach who lived to win, loved a good challenge, and left a lasting legacy on pro football history.
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.
A rigorous investigation of Socrates' early education, pinpointing the thought that led Socrates to turn from natural science to the study of morality, ethics, and politics
This Encyclopedia presents 62 essays by 78 distinguished experts who draw on their expertise in pedagogy, anthropology, ethology, history, philosophy, and psychology to examine play and its variety, complexity, and usefulness. Here you'll find out why play is vital in developing mathematical thinking and promoting social skills, how properly constructed play enhances classroom instruction, which games foster which skills, how playing stimulates creativity, and much more.