Indie Games in the Digital Age

Indie Games in the Digital Age

The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and ...

Author: M.J. Clarke

Publisher: Bloomsbury Publishing USA

ISBN: 9781501356445

Category: Social Science

Page: 240

View: 656

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
Categories: Social Science

Indie Games in the Digital Age

Indie Games in the Digital Age

“Cold beer, BBQ, and indie brilliance: How Devolver Digital won E3, again. ... Developer's Dilemma: The Secret World of Videogame ... CHAPTER 2 QUEER INDIE GAME-MAKING: AN INTERVIEW WITH MO COHEN 34 Indie Games in the Digital Age.

Author: M.J. Clarke

Publisher: Bloomsbury Publishing USA

ISBN: 9781501356438

Category: Social Science

Page: 240

View: 391

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
Categories: Social Science

Literature in the Digital Age

Literature in the Digital Age

However, the advent of “indie games” – an “arty” subgenre of games given to bold experiments in narrative – heralds a new rapprochement of videogames with the sphere of the literary. Indie games are plausibly the ultimate born-digital ...

Author: Adam Hammond

Publisher: Cambridge University Press

ISBN: 9781316483183

Category: Literary Criticism

Page:

View: 425

Literature in a Digital Age: An Introduction guides readers through the most salient theoretical, interpretive, and creative possibilities opened up by the shift to digital literary forms such as e-books, digital archives, and electronic literature. While Digital Humanities (DH) has been hailed as the 'next big thing' in literary studies, many students and scholars remain perplexed as to what a DH approach to literature entails, and skeptical observers continue to see literature and the digital world as fundamentally incompatible. In its argument that digital and traditional scholarship should be placed in dialogue with each other, this book contextualizes the advent of the digital in literary theory, explores the new questions readers can ask of texts when they become digitized, and investigates the challenges that fresh forms of born-digital fiction pose to existing models of literary analysis.
Categories: Literary Criticism

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age

But then there are games, like one of the earliest indie games that we made an effort to make certain rules fit on the platform was the game called The Quiet Year, and if you go to play The Quiet Year ...

Author: Stephanie Hedge

Publisher: McFarland

ISBN: 9781476676869

Category: Games & Activities

Page: 241

View: 883

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
Categories: Games & Activities

Defining Identity and the Changing Scope of Culture in the Digital Age

Defining Identity and the Changing Scope of Culture in the Digital Age

Retrieved June 28, 2015, from http://tmi.kotaku.com/the-indie-game-reality-tv-show-that—went-to-hell-1555599284 Grewal, I., ... http://www.theguardian.com/world/2015/aprs10/chinese-broadcaster-apologises-mao-zedong-insults-bi-fujian ...

Author: Novak, Alison

Publisher: IGI Global

ISBN: 9781522502135

Category: Computers

Page: 316

View: 841

Since the popularization of Internet technologies in the mid-1990s, human identity and collective culture has been dramatically shaped by our continued use of digital communication platforms and engagement with the digital world. Despite a plethora of scholarship on digital technology, questions remain regarding how these technologies impact personal identity and perceptions of global culture. Defining Identity and the Changing Scope of Culture in the Digital Age explores a multitude of topics pertaining to self-hood, self-expression, human interaction, and perceptions of civilization and culture in an age where technology has become integrated into every facet of our everyday lives. Highlighting issues of race, ethnicity, and gender in digital culture, interpersonal and computer-mediated communication, pop culture, social media, and the digitization of knowledge, this pivotal reference publication is designed for use by scholars, psychologists, sociologists, and graduate-level students interested in the fluid and rapidly evolving norms of identity and culture through digital media.
Categories: Computers

Running a Creative Company in the Digital Age

Running a Creative Company in the Digital Age

In games it has been difficult to cut through the noise – there seems to be less midmarket in games. It's the one per cent that become enormous hits and everyone else loses money. The same games stay at the top of the charts. Indie game ...

Author: Lucy Baxter

Publisher: Oldcastle Books Ltd

ISBN: 9781843449270

Category: Business & Economics

Page: 192

View: 645

Running a Creative Company in the Digital Age helps you navigate the landscape and learn from seasoned professionals, understanding the mistakes they made so you don't have to make them too! In the modern media industry digital content production is cheaper, more democratic and accessible and it's becoming more attractive - and easier - to do things your own way. So what if you want to set up on your own? This book will guide you through the joys and pitfalls of running your own creative company in today's diverse media climate. This is a nuts and bolts guide to company set up, structure, management and content production for digital platforms, TV, festivals, charities, education, brands and businesses. Full of tips for creating innovative business models and platforms, handling tricky people and situations, funding and networking, these pages are your touchstone for making that bold first move into founder/managing director status. Featuring interviews with industry experts including digital agency and production company CEOs, creative entrepreneurs, crowd funding platforms, investors, film makers, media lawyers and accountants. 'Running a Creative Company in the Digital Age will definitely help you understand how to go about this. It’s essential reading for any writers and filmmakers who want to work for themselves or set up their own company' - Writesofluid 'Should be on the reading list of every Media/Arts/Entrepreneurship college course in the country' - Rajesh Thind, founder of Pindu Productions 'This plain-speaking, accessible guide to setting up a creative business demystifies the entire process, and does so from the unique perspective of a creative who has been there, done it and has the scars to prove it' - Nicola Lees, WFTV
Categories: Business & Economics

Communicating the Past in the Digital Age

Communicating the Past in the Digital Age

However, pasts incorporated in video games are mostly utilised to provide a fun experience in order to generate revenue. As more and more people depend on video games to teach them about the past, they often take the history presented ...

Author: Sebastian Hageneuer

Publisher: Ubiquity Press

ISBN: 9781911529866

Category: Social Science

Page: 222

View: 738

Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.
Categories: Social Science

Interactive Storytelling for the Screen

Interactive Storytelling for the Screen

Indie Games In The Digital Age. edited by M.J. Clarke and Cynthia Wang, S.L., Bloomsbury Academic Usa, 16 Apr. 2020. From tool to community to style: The influence of software tools on game development communities and aesthetics, ...

Author: Sylke Rene Meyer

Publisher: Routledge

ISBN: 9781000353549

Category: Performing Arts

Page: 228

View: 141

An invaluable collection of essays and interviews exploring the business of interactive storytelling, this highly accessible guide offers invaluable insight into an ever-evolving field that is utilizing new spatial and interactive narrative forms to tell stories. This includes new media filmmaking and content creation, a huge variety of analog story world design, eXtended realities, game design, and virtual reality (VR) design. The book contains essays written by and interviews with working game designers, producers, 360-degree filmmakers, immersive theatre creators, and media professors, exploring the business side of interactive storytelling – where art meets business. Contributors to this book share their perspectives on how to break into the field; how to develop, nurture, and navigate business relationships; expectations in terms of business etiquette; strategies for contending with the emotional highs and lows of interactive storytelling; how to do creative work under pressure; the realities of working with partners in the field of new media narrative design; prepping for prototyping; writing analog and digital. This is an ideal resource for students of filmmaking, screenwriting, media studies, RTVF, game design, VR and AR design, theater, and journalism who are interested in navigating a career pathway in the exciting field of interactive storytelling.
Categories: Performing Arts

Play like a Feminist

Play like a Feminist

Cody Mejeur , “ The Hunt for Queer Spaces : Indie Games , Representation , and Limited Worlds , " in Indie Games in the Digital Age , ed . Cynthia Wang and Michael J. Clarke ( New York : Bloomsbury Press , 2019 ) . 30.

Author: Shira Chess

Publisher: MIT Press

ISBN: 9780262044387

Category: Games & Activities

Page: 184

View: 948

Why video games need feminism and feminism needs video games. “You play like a girl”: it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play —and also a new way to think about how feminists do their feministing. Chess argues that feminism need video games as much as video games need feminism. Video games, Chess tells us, are primed for change. Roughly half of all players identify as female, and Gamergate galvanized many of gaming's disenfranchised voices. Games themselves are in need of a creative platform-expanding, metaphysical explosion; feminism can make games better. Chess reflects on the importance of play, and playful protest, and how feminist video games can help us rethink the ways that we tell stories. She proposes “Women's Gaming Circles”—which would function like book clubs for gaming—as a way for feminists to take back play. (An appendix offers a blueprint for organizing a gaming circle.) Play and games can be powerful. Chess's goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.
Categories: Games & Activities

Exploring the Collective Unconscious in the Age of Digital Media

Exploring the Collective Unconscious in the Age of Digital Media

CONCLUSION The Indie game examples show that dramatic games based on psychological intentions and motifs are now possible, and there are many more to illustrate the point. For example Papo &Yo (Minority, 2012) in which the player plays ...

Author: Schafer, Stephen Brock

Publisher: IGI Global

ISBN: 9781466698925

Category: Psychology

Page: 316

View: 555

For decades we have witnessed the emergence of a media age of illusion that is based on the principles of physics—the multidimensionality, immateriality, and non-locality of the unified field of energy and information—as a virtual reality. As a result, a new paradigm shift has reframed the cognitive unconscious of individuals and collectives and generated a worldview in which mediated illusion prevails. Exploring the Collective Unconscious in a Digital Age investigates the cognitive significance of an altered mediated reality that appears to have all the dimensions of a dreamscape. This book presents the idea that if the digital media-sphere proves to be structurally and functionally analogous to a dreamscape, the Collective Unconscious researched by Carl Jung and the Cognitive Unconscious researched by George Lakoff are susceptible to research according to the parameters of hard science. This pivotal research-based publication is ideally designed for use by psychologists, theorists, researchers, and graduate-level students studying human cognition and the influence of the digital media revolution.
Categories: Psychology