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Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Book Description

With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Foreword
    1. Introduction to the Evolution of Gaming
    2. REFERENCES
  7. Preface
    1. THE TIME OUR KIDS CHEERED PROTEUS AND OTHER STORIES
    2. GAMING WITHOUT GOALS: WALL OF MINECRAFT
    3. EXPLORING FLATLAND: JUXTAPOSING CASES AS ALTERNATIVE PERSPECTIVE
    4. SIZING UP KATAMARIS
    5. GAMES THAT MADE US CRY
    6. DESIGNING WAR GAMES AGAINST WAR
    7. SUMMARY
    8. REFERENCES
  8. Acknowledgment
  9. Chapter 1: Toward Broader Definitions of “Video Games”
    1. ABSTRACT
    2. INTRODUCTION
    3. DO VIDEO GAMES HAVE TO BE FUN OR PLAYFUL?
    4. NEW NARRATIVE COMPLEXITY
    5. THE UNRELIABLE NARRATOR-PLAYER
    6. MULTIPLE PROTAGONISTS
    7. OPEN WORLDS AND SANDBOXES
    8. GAMES AS OBJECTS D’ART
    9. GENERATING MUSIC THROUGH PLAY
    10. FRACTURED STORIES
    11. BREAKING THE FOURTH WALL: GAMES AS METAFICTION
    12. VIDEO GAMES OF THE ABSURD
    13. SERIOUS GAMES AND GAMES FOR EMPATHY
    14. TOWARD A BROADER DEFINITION OF VIDEO GAMES
    15. REFERENCES
    16. KEY TERMS AND DEFINITIONS
  10. Chapter 2: Telling Tales with Technology
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. A WRITERS DREAM: ALAN WAKE AS MYTH
    5. CONCLUSION
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
  11. Chapter 3: “There Are No Observers Here”
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. SURVIVAL HORROR
    5. THE GAZE IN OUTLAST
    6. CONCLUSION AND FUTURE RESEARCH
    7. REFERENCES
    8. ENDNOTES
  12. Chapter 4: The Game Space of Dear Esther and Beyond
    1. ABSTRACT
    2. INTRODUCTION
    3. GAME SPACE AS A CATEGORY
    4. DEAR ESTHER
    5. RANDOMIZED AUDIO NARRATIVE
    6. PLAYER IDENTITY
    7. THE GAME SPACE OF DEAR ESTHER
    8. SCALE AND SPACE IN THE WORKS OF ARCANE KIDS AND OLEOMINGUS
    9. CONCLUSION
    10. REFERENCES
    11. ENDNOTES
  13. Chapter 5: Apportioned Commodity Fetishism and the Transformative Power of Game Studies
    1. ABSTRACT
    2. INTRODUCTION
    3. DISCOURSE AS PRACTICE
    4. PERSONA
    5. THE VAGARIES OF GAME DESIGN
    6. RECURSION
    7. LEXICAL FORMATION
    8. INSTITUTIONALIZATION
    9. SYSTEMS OF SELF-EFFECTIVENESS
    10. THEORY AS ANTI-THEORY
    11. COMMODIFICATION
    12. REFERENCES
    13. KEY TERMS AND DEFINITIONS
    14. ENDNOTES
  14. Chapter 6: Co-Creation and the Distributed Authorship of Video Games
    1. ABSTRACT
    2. INTRODUCTION
    3. WHAT IS AUTHORSHIP?
    4. THE DISTRIBUTED AUTHORSHIP OF VIDEO GAMES
    5. CASE STUDY: THE MASS EFFECT 3 ENDING CONTROVERSY
    6. CONCLUSION
    7. ACKNOWLEDGMENT
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  15. Chapter 7: She Designs Therefore She Is?
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. MAIN FOCUS OF THE CHAPTER
    5. SOLUTIONS AND RECOMMENDATIONS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. ENDNOTES
  16. Chapter 8: Gaming before E-Sports
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. GENDER, HISTORY, AND GAMES
    5. CONCLUSION
    6. REFERENCES
    7. KEY TERMS AND DEFINITIONS
    8. ENDNOTES
  17. Chapter 9: Serious Games Teaching Values
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. GAMES TEACHING ABOUT HUMAN RIGHTS ISSUES
    5. RESEARCH ON THE IMPACT OF SERIOUS GAMES
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  18. Chapter 10: Affordances and Constraints of Analog Games for Ethics Education
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. METHOD
    5. AFFORDANCES OF ANALOG GAMES FOR ETHICS EDUCATION
    6. AFFORDANCES UNIQUE TO ANALOG GAMES
    7. CONSTRAINTS OF ANALOG GAMES FOR ETHICS EDUCATION
    8. FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. REFERENCES
    11. KEY TERMS AND DEFINITIONS
  19. Chapter 11: Knowledge Production in E-Sports Culture
    1. ABSTRACT
    2. INTRODUCTION
    3. REFERENCES
    4. KEY TERMS AND DEFINITIONS
    5. APPENDIX
  20. Chapter 12: Gaming to Increase Reading Skills
    1. ABSTRACT
    2. MAYA: STUDY INTRODUCTION
    3. GAMING AND DIGITAL TOOLS
    4. PROCEDURE
    5. APPS
    6. RESULTS
    7. DISCUSSION OF FINDINGS
    8. FUTURE IMPLICATIONS
    9. FURTHERING THE RESEARCH
    10. REFERENCES
    11. KEY TERMS AND DEFINITIONS
  21. Chapter 13: Game/Write
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. METHOD
    5. PRELIMINARY RESULTS
    6. DISCUSSION
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. APPENDIX: COMPOSITION CODING BOOK
  22. Chapter 14: Implementing a Game-Based Instructional Design Strategy in the Eighth Grade Science Classroom
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. IMPLEMENTING A GAME-BASED DESIGN STRATEGY IN THE CLASSROOM
    5. SOLUTIONS AND RECOMMENDATIONS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  23. Chapter 15: Jamming Econo
    1. ABSTRACT
    2. INTRODUCTION
    3. POSTPHENOMENOLOGY
    4. PERSPECTIVAL VARIATIONS IN VIDEO GAMES
    5. JAMMING ECONO: THE INDIE PHENOMENON
    6. THREE INDIE GAMES THAT CHALLENGE THE DOMINANT USE OF PERSPECTIVE
    7. DANCING ABOUT ARCHITECTURE: EDUCATING LEARNERS ABOUT SPACE AND PERSPECTIVE
    8. CONCLUSION
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  24. Chapter 16: Playful Experiments
    1. ABSTRACT
    2. INTRODUCTION
    3. AESTHETIC EXPERIENCE AND PERFORMANCE
    4. PLAYFULNESS AND DIGITAL MEDIA
    5. TECHNOLUDIC EXPERIENCES IN NON-HERMENEUTIC PERSPECTIVE
    6. HUMAN-COMPUTER INTERACTION
    7. FUTURE PROSPECTS
    8. REFERENCES
    9. ENDNOTES
  25. Chapter 17: Games People Play
    1. ABSTRACT
    2. INTRODUCTION
    3. CULTURE AND PLAY
    4. COMPUTER GAMING ACROSS CULTURES: PROJECT DESCRIPTION
    5. FROM GAMING ACROSS CULTURES TO CULTURES OF GAMING
    6. THE SPACES OF GAMING
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
    9. ENDNOTE
  26. Chapter 18: Games Beyond the Screen
    1. ABSTRACT
    2. INTRODUCTION
    3. METHODOLOGY
    4. THE FESTIVALS
    5. SYNTHESIS
    6. RELATED TRENDS
    7. CONCLUSION: WHAT DOES THIS MEAN FOR GAMES?
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. ENDNOTE
  27. Compilation of References
  28. About the Contributors