Indie Games In The Digital Age


Indie Games In The Digital Age
Author: M.J. Clarke
Publisher: Bloomsbury Publishing USA
ISBN: 1501356445
Size: 31.94 MB
Format: PDF, ePub
View: 4040
Get Books

Indie Games In The Digital Age

eBook File: Indie-games-in-the-digital-age.PDF Book by M.J. Clarke, Indie Games In The Digital Age Books available in PDF, EPUB, Mobi Format. Download Indie Games In The Digital Age books, 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.


Indie Games in the Digital Age
Language: en
Pages: 240
Authors: M.J. Clarke, Cynthia Wang
Categories: Social Science
Type: BOOK - Published: 2020-04-16 - Publisher: Bloomsbury Publishing USA
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.
Defining Identity and the Changing Scope of Culture in the Digital Age
Language: en
Pages: 316
Authors: Novak, Alison
Categories: Computers
Type: BOOK - Published: 2016-05-19 - Publisher: IGI Global
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.
The Hollywood Reporter
Language: en
Pages:
Authors: Novak, Alison
Categories: Motion pictures
Type: BOOK - Published: 2008 - Publisher:
Books about The Hollywood Reporter
Indie Authors
Language: en
Pages: 100
Authors: Javier Celaya, Beatriz Celaya, Elena Sierra
Categories: Business & Economics
Type: BOOK - Published: 2014-09-08 - Publisher: Dosdoce
Self-publishing is not a new phenomenon. Indeed, it was commonly practiced in the 19th and 20th centuries; the fact that Dostoyevski (incidentally, one of the pioneers of crowdfunding) asked his friends for money to finance his books, that Nietzsche paid for the self-publishing of 50 copies of "Thus spoke Zarathustra" out of his own pocket and that Lewis Carroll did the same thing with "Alice in Wonderland", as did Marcel Proust, Alexandre Dumas, Rudyard Kipling, Mark Twain, Edgar Alan Poe, George Bernard Shaw and Ernest Hemingway, is not something to be overlooked. All of these writers started off as independent authors in the days when paying for the publication of books out of one's own pocket was not looked down on and those who wished to make their work known could use their own means, without shame, to reach a limited audience without being treated with contempt. First and foremost, because it was considered that the author in question believed in his work to the extent that he was willing to invest in it. Self-publishing platforms cannot be overlooked. They are technological companies that publish, distribute and promote on demand. They are fast and have a large portfolio of authors.
Living in the Information Age
Language: en
Pages: 329
Authors: E. Page Bucy
Categories: Information society.
Type: BOOK - Published: 2002 - Publisher: Wadsworth Publishing Company
LIVING IN THE INFORMATION AGE traces the development, surveys the literature, and explores the impact of new technologies on the media landscape, examining both conceptual and practical aspects of life in an information society. The 64 articles comprising this reader examine the utopian promises of technology's true believers, and the dystopian views of technology's critics, all the while exploring how the media industries are being transformed through digital convergence and corporate concentration
American Film in the Digital Age
Language: en
Pages: 184
Authors: Robert Sickels
Categories: Performing Arts
Type: BOOK - Published: 2011 - Publisher: ABC-CLIO
This eclectic, yet comprehensive analytical overview of the cataclysmic changes in the American film industry since 1990 shows how they have collectively resulted in a new era—The Digital Age. * Includes contributed chapters by two esteemed film scholars, Yannis Tzioumakis and Anne H. Petersen * Presents photographs
PC Magazine
Language: en
Pages:
Authors: Robert Sickels
Categories: IBM microcomputers
Type: BOOK - Published: 2006 - Publisher:
Books about PC Magazine
The Official Xbox Magazine
Language: en
Pages:
Authors: Robert Sickels
Categories: Video games
Type: BOOK - Published: 2009 - Publisher:
Books about The Official Xbox Magazine
Understanding Media in the Digital Age
Language: en
Pages: 411
Authors: Everette E. Dennis, Melvin Lawrence DeFleur
Categories: Language Arts & Disciplines
Type: BOOK - Published: 2010 - Publisher: Pearson College Division
Written by two of the field's most eminent experts, this exciting new introduction to mass media makes connections between communication research and the reality of the media industry. Understanding Media in the Digital Age shows readers how to navigate the world of traditional and new media while fostering an understanding of mass communication theory, history, active research findings, and professional experience.
PC Gamer
Language: en
Pages:
Authors: Everette E. Dennis, Melvin Lawrence DeFleur
Categories: Computer games
Type: BOOK - Published: 2008-11 - Publisher:
Books about PC Gamer