Mapping the Digital: Cultures and Territories of Play

VG 6 _ front

Mapping the Digital: Cultures and Territories of Play

£7.95

Edited by Lindsey Joyce and Brian Quinn

Year: 2016

Format: eBook (PDF)

Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture.

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148 mm x 210 mm
160
978-1-84888-339-0

Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play.

Introduction
Lindsey Joyce and Brian Quinn

Part I Games and Cultural Identities

The Creation of a New Language: Videogaming Slang
Giuseppina Zisa

The Entertainment Applications of Home Computers and Their Early Extensive Household Appropriation (Spain, 1980s)
Ignasi Medà

Rapid Design of Cutscenes for Serious Games
Daniel Riha

Part II In-Game Cultures

Violent Encounters: The Hobbesian State of Nature in DayZ 
Tero Pasanen

Towards a Digital Humanity: Transhumanism and Cyber-Citizenship in Videogaming
René Schallegger

Divergent Masculinities in Contemporary Videogame Culture: A Tale of Geeks and Bros
Joe Baxter-Webb

Part III Game Systems

Immersion and Gamer’s Experience Issues in ‘Beyond: Two Souls’
Adam Flamma

Agency in Meaning and Intent: Limitations of Morality Systems in Interactive Narrative Games
Lindsey Joyce

The Politics of the Representation of the Dandy in East-Asian Video Games
Gaspard Pelurson

Part IV Serious Games/Serious Gaming

Serious Gaming, Serious Modding, a Serious Diverting: Are you Serious?!
Caatherine Bouko and Julian Alvarez

CODE RED: MOBILE, a LiveSynthetic Test Bed for Firefighter Training
Brian Quinn

Ghosts! A Location-Based Bluetooth LE Mobile Game for Museum Exploration
Tommy Nilson, Alan F. Blackwell, Carl Hogsden and David Scruton

The Nike Brand Embodied as a Playful Experience
Vincente Mastrocola and Marcela Simão de Vasconcellos

Lindsey Joyce is in the Arts and Technology School at the University of Texas at Dallas. She is currently studying player agency in interactive narrative systems.

Brian Quinn is an Honorary Research Associate in the School of Mathematical and Geospatial Sciences at RMIT University in Melbourne, Australia. A Fire Behaviour Analyst and mapper on call during the fire season for the Gisborne Incident Control Centre.