Tuesday 14 February 2017

9 Books and 2 Games to interact with....

Interactive stories and video game art: a storytelling framework for game design
794.81536 SOL

The success of storytelling in games depends on the entire development team―game designers, artists, writers, programmers and musicians, etc.―working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.


How games move us: emotion by design
794.814019 ISB
This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.


Works of game: on the aesthetics of games and art
794.81 SHA
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes -- to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games" -- with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman -- represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Getting gamers: the psychology of video games and their impact on the people who play them
794.8019 MAD
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Inside the video game industry : game developers talk about the business of play
794.8 ETH
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business careers. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study or a prospective career path. Designed for researchers, educators, and students alike, this book provides a critical perspective on an often opaque business and its highly mobile workforce.

Exploring videogames with Deleuze and Guattari : towards an affective theory of form
794.8 CRE
Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do.

Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Games, design and play: a detailed approach to iterative game design
794 MAC
This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.

Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.

Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.

Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!

Coverage includes:

Understanding core elements of play design: actions, goals, rules, objects, playspace, and players
Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context
Comparing types of play and player experiences
Considering the demands videogames make on players
Establishing a game’s design values
Creating design documents, schematics, and tracking spreadsheets
Collaborating in teams on a shared design vision
Brainstorming and conceptualizing designs
Using prototypes to realize and playtest designs
Improving designs by making the most of playtesting feedback
Knowing when a design is ready for production
Learning the rules so you can break them!

Digital prohibition: piracy and authorship in new media art
346.730482 GUE
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition explores the concept of authorship as a capitalist institution and posits the Marxist idea of the multitude (à la Antonio Negri and Michael Hardt, and Paulo Virno) as a new collaborative model for creation in the digital age. Looking at how digital culture has transformed unitary authorship from its book-bound parameters into a collective and dispersed endeavor, Dr. Guertin examines process-based forms as diverse as blogs, Facebook, Twitter, performance art, immersive environments, smart mobs, hacktivism, tactical media, machinima, generative computer games (like Spore and The Sims) and augmented reality.

An introduction to game studies : games in culture
306.487 MAY
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.
Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies.

Students will learn to:

- Understand and analyse different aspects of phenomena we recognise as 'game' and play'

- Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games

- Understand games as dynamic systems of meaning-making

- Interpret the context of games as 'culture' and subculture

- Analyse the relationship between technology and interactivity and between 'game' and 'reality'

- Situate games within the context of digital culture and the information society

With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games.

The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author.

Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Resident Evil 7 Biohazard
XBOX 794.8 RES
Opening the doors to a new era of horror? The next major entry in the renowned Resident Evil series makes a dramatic new shift as it comes to next generation consoles, Windows PC and PlayStation VR Returning to the series? roots - Resident Evil 7 biohazard will deliver an experience reminiscent of the series? signature gameplay including exploration, puzzles and a realistic tense atmosphere for players to encounter.
The classic inventory system returns but with limited space meaning players must choose what they carry with them carefully, making sure they remember to pack their green herbs! Immersive, visceral horror? A new shift for the series to first person view brings the terrifying horror directly up close and personal. Welcome to the family!? Introducing Jack and Marguerite Baker, residents in the plantation house in Louisiana but no-one has seen or heard from them for a while causing all kinds of rumours and speculation to develop. Mysterious female? A frightened young woman who seems to go by the name Mia appears in the plantation.
Who is she? Why has she been taken by Marguerite Baker? Step inside the plantation? Explore the dark sinister hallways and take shelter in the hidden passages.
Can you find somewhere safe to hide from the evil lurking all around in the shadows? Built from the ground up on the RE Engine? Capcom?s brand new VR compatible development engine works in tandem with industry leading audio and visual technologies to create a disturbingly photorealistic experience for an unprecedented level of immersion
Manufacturer's Description

GAMEPLAY OVERVIEW Resident Evil 7 biohazard sets a new course for the Resident Evil series as it leverages its roots and opens the door to a truly terrifying horror experience. The new era of horror is scheduled for release on PlayStation 4 (the full gameplay experience will also be available via the included PlayStation VR Mode), Xbox One and Windows PC.

Set within a sinister plantation mansion in modern day rural America and taking place after the dramatic events of Resident Evil 6, players experience the terror directly from the first person perspective for the first time in the Resident Evil series. Embodying the iconic gameplay elements of exploration and tense atmosphere that first coined “survival horror” some twenty years ago, Resident Evil 7 biohazard delivers a disturbingly realistic experience that will define the next era in horror entertainment.

FEATURES:
Opening the doors to a new era of horror – The next major entry in the renowned Resident Evil series makes a dramatic new shift as it comes to next generation consoles, Windows PC and PlayStation VR 
Returning to the series’ roots - Resident Evil 7 biohazard will deliver an experience reminiscent of the series’ signature gameplay including exploration, puzzles and a realistic tense atmosphere for players to encounter but will offer a complete refresh of the gameplay systems to propel the survival horror experience to the next level 
Immersive, visceral horror – A new shift for the series to first person view brings the terrifying horror directly up close and personal.
Built from the ground up on the RE Engine – Capcom’s brand new VR compatible development engine works in tandem with industry leading audio and visual technologies to create a disturbingly photorealistic experience for an unprecedented level of immersion.

Rocket League (PS4)
PS4 794.8 ROC
Take control of your own high-flying, hard-hitting, rocket-powered Battle-Car in the critically-acclaimed, futuristic Sports-Action hit, Rocket League: Collector's Edition! Rocket League: Collector's Edition combines all the fun and fervour of the original base game, plus all the cars and content found in the highly-popular "Supersonic Fury", "Revenge of the Battle-Cars" and" Chaos Run" DLC packs. Rocket League equips players with booster-rigged vehicles that can be crashed into balls for incredible goals or epic saves across multiple, highly-detailed arenas. Using an advanced physics system that maximizes one-to- one control, Rocket League relies on mass and momentum to give players a complete sense of intuitive gameplay in this unbelievable, high-octane re-imagining of association football!

Includes every item from the previously-released DLC alongside four exclusive vehicles
Fantastic Multiplayer: 4-Player Splitscreen, 8-Player Online, Ranked and Unranked play
Game modes include Exhibition, Unfair Mode and a full Offline Season Mode
Personalize your vehicle with hundreds of different items for more THAN 100 BILLION possible combinations!
Includes Replay Viewer, customizable controls, Mutator game-variants (Ball Type, Speed, Boost Strength etc), and more!



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