Switch Playstation


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Indigenomicon


Indigenomicon

Author: Jodi A. Byrd

language: en

Publisher: Duke University Press

Release Date: 2025-10-03


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Jodi A. Byrd examines the differences between settler colonial studies and Indigenous studies by bringing video game studies into conversation with Black studies, queer studies, and Indigenous feminist critique.

The 21st Century in 100 Games


The 21st Century in 100 Games

Author: Aditya Deshbandhu

language: en

Publisher: Taylor & Francis

Release Date: 2024-06-20


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The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

The Semiotics of Architecture in Video Games


The Semiotics of Architecture in Video Games

Author: Gabriele Aroni

language: en

Publisher: Bloomsbury Publishing

Release Date: 2022-09-08


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Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.