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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
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Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
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The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.
Explorer
1. Approches
- Analyses formalistes (1)
- Approches sociologiques (2)
- Étude de la réception (2)
- Étude des industries culturelles (2)
- Étude des représentations (3)
- Genre et sexualité (3)
- Histoire/historiographie critique (1)
- Humanités numériques (3)
- Théorie(s) et épistémologies des médias (1)
- Théories postcoloniales et décoloniales (2)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice LGBTQ+
- Auteur.rice noir.e (1)
- Auteur.rice PANDC (2)
- Autrice (3)
- Créateur.rice LGBTQ+ (2)
- Créateur.rice PANDC (1)
- Créatrice (2)
4. Corpus analysé
- Amérique centrale (1)
- Amérique du Nord (3)
- Asie (2)
- Europe (3)
4. Lieu de production du savoir
- Europe
- Amérique centrale (1)
- Amérique du Nord (3)
- Asie (1)