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Get L'œuvre de Fumito Ueda: Une autre idée du jeu vidéo (French PDF

By Damien Mecheri

Dans les coulisses de l. a. création de los angeles trilogie de Fumito Ueda.

En raison de leur singularité et de l. a. marque indélébile qu’elles ont laissée chez certains joueurs, les œuvres de Fumito Ueda (ICO, Shadow of the Colossus et The final Guardian) sont constamment citées lors des débats sur l’art et le jeu vidéo. Un visuel travaillé, une « impression poétique » et des émotions suffisent-ils à faire d’une œuvre une forme d’art ? Pour répondre à cette query, il est d’abord nécessaire de s’attarder sur les coulisses de leur création, sur ce qu’ils racontent et los angeles manière dont ils le font. Ensuite, seulement, il sera attainable d’entrer dans le vif du débat. Ses trois jeux sont bien le reflet d’un tout cohérent, group of workers, distinct, qui a ému à vie certains joueurs et marqué l’histoire du jeu vidéo.

Cet ouvrage s'intéresse à los angeles query de l'essence artistique du jeu vidéo, une interrogation emblématique qui proceed de faire débat aujourd’hui.

EXTRAIT

Le jeu vidéo est, dans l. a. majorité des cas, une industrie de création collective au même titre que le cinéma. Les movies, quand ils ne sont pas phagocytés par un cahier des fees faramineux imposé par des producteurs et des actionnaires, sont toutefois plus enclins à être portés par une imaginative and prescient, celle du réalisateur. Celui-ci peut être vu comme un auteur au sens castle du terme. Dans le jeu vidéo, les auteurs ne sont guère nombreux, ou rarement mis en avant. Fumito Ueda fait incontestablement partie de ceux-là. Avec ICO, Shadow of the Colossus et The final Guardian, il a prouvé qu’il était attainable de concevoir un jeu vidéo dont chaque pore, chaque élément, porte l. a. sensibilité artistique et philosophique de son créateur. C’est pourquoi le chapitre « Création » va s’articuler essentiellement autour de los angeles personnalité de cet homme. Il ne faut pas, bien sûr, perdre de vue le caractère critical de ceux qui ont travaillé avec lui au sein de los angeles group ICO, de genDESIGN et de Japan Studio, pour donner corps à ces trois jeux jusque dans les plus infimes détails. Sans oublier le rôle essentiel qu’a joué le producteur Kenji Kaido pour ICO et Shadow of the Colossus, en s’assurant que l’équipe disposait de toutes les ressources nécessaires et du soutien de Sony pour mener à bien les deux projets.

À PROPOS DE L'AUTEUR

Passionné de cinéma et de jeu vidéo, Damien Mecheri intègre los angeles rédaction du journal Gameplay RPG en 2004 en signant plusieurs articles du deuxième hors-série consacré à los angeles saga Final Fantasy. C’est avec cette même équipe que Damien poursuit son travail en 2006 au sein d’une autre e-book intitulée Background, avant de continuer l’aventure sur web, en 2008, avec le web site Gameweb.fr. Depuis 2011, en plus d’une expérience de journaliste radio, il écrit des articles consacrés à l. a. musique pour de nombreux ouvrages édités par Pix’n Love, tels que Zelda. Chronique d’une saga légendaire, Metal equipment reliable. Une œuvre culte de Hideo Kojima, La Légende ultimate delusion VII et IX, Castlevania. Le Manuscrit maudit ou encore BioShock. De Rapture à Columbia. Il est aussi l’auteur de l’ouvrage Video video game track. Histoire de l. a. musique de jeu.

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New PDF release: Co-creating Videogames

By John Banks

Co-creativity has turn into an important cultural and monetary phenomenon. Media shoppers became media manufacturers. This e-book deals a wealthy description and research of the rising participatory, co-creative relationships in the videogames undefined. Banks discusses the demanding situations of incorporating those co-creative relationships into the improvement approach. Drawing on a decade of analysis in the undefined, the ebook offers us beneficial perception into the always altering and turning out to be international of video games.

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Das Insider-Buch für Minecraft-Spieler: Automatisiere deine by Stephen O'Brien,Eva Ruhland PDF

By Stephen O'Brien,Eva Ruhland

Wenn du glaubst, du kennst dich schon in Minecraft aus, fängt der Spaß erst richtig an! Denn nach der schweißtreibenden Handarbeit im »Großen Minecraft-Buch" heißt es nun: Auftritt der Motoren, Maschinen und Automaten!

Das Minecraft-Insider-Buch zeigt dir inkl. model 1.9, wie du

• deine eigenen Minecraft-Konfigurationen aufsetzt und verwaltest – zusammen mit Versionen, Welten, Ressourcen-Packs und Profilen
• automatisiert Landwirtschaft betreibst, indem du Kolben, Wasser und Redstone für dich die Drecksarbeit machen lässt
• Erze ohne Ende erzeugst – sogar Obsidian!
• Mobs auf eigenen Farmen erzeugst, erntest und dir dabei gedroppte Beute und Erfahrungspunkte holst
• dir deine eigene Pyramide, ein Wikingerhaus oder einen japanischen Tempel baust – was once immer du willst
• mit Project:Red alles aus Redstone-Schaltungen rausholst
• deine Welt mit Mods wie MultiMC, BuildCraft, IndustrialCraft 2 und RailCraft neu gestaltest
• eigene Abenteuerkarten für dich und deine Freunde erstellst und diese mit Kommandoblöcken interaktiv gestaltest
• deine Schöpfungen auf YouTube oder Vimeo in hochwertigen movies präsentierst
• und vieles andere mehr!

(Hinweis: dieses Buch ist eine unveränderte Neuauflage von "Das Minecraft-Insider-Buch". Dieses Buch ist kein offizielles Minecraft-Produkt, nicht von Mojang genehmigt oder mit Mojang verbunden.)

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New PDF release: Players and Their Pets: Gaming Communities from Beta to

By Mia Consalvo,Jason Begy

In the realm of vastly multiplayer on-line video games (MMOGs), Faunasphere was once yet a blip at the monitor in its brief public lifestyles from 2009 to 2011. Its dedicated avid gamers, a lot of them middle-aged ladies, entered a global that didn't construct on universal fable or science-fiction tropes. there has been no evil to defeat or nation-states to beat, basically pleasant animals to take care of and pollutants to fight.

In Players and Their Pets, Mia Consalvo and Jason Begy argue that its very distinction makes it severely important—even extra so than the massive, commercially winning video games similar to World of Warcraft that experience all too frequently formed video game stories discourse. Consalvo and Begy reveal how the beta interval of an mmorpg can identify social norms that advisor how the sport is performed. additionally they convey how a game’s platform creates expectancies for a way the sport will paintings and who's taking part in it—and what occurs whilst these expectancies conflict with the truth. Even whereas telling the tale of this actual online game and its predominantly lady gamers, in spite of the fact that, Players and Their Pets cautions opposed to oversimplifying avid gamers according to their gender. Faunasphere’s playerbase loved different points of the sport, for various purposes.

No different online game reports booklet tracks the total existence cycle of a web video game to envision how the sport developed when it comes to layout in addition to how its participant group spoke back to alterations and occasions. The short lifetime of Faunasphere makes this attainable.

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Patrick M. Markey,Christopher J. Ferguson's Moral Combat: Why the War on Violent Video Games Is Wrong PDF

By Patrick M. Markey,Christopher J. Ferguson

In relations rooms throughout the United States, thousands of youngsters and youths are taking part in games, corresponding to Call of Duty, Halo, and Grand robbery Auto, roaming violent digital worlds—with digital weapons of their hands.

In what occasionally appears like an more and more violent global, it’s merely ordinary to fret in regards to the results of all this pixelated gore. yet is that problem lost? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is.

The media and politicians were sounding the alarm for years, and with each clean tragedy concerning a tender wrongdoer comes one other flurry of articles in regards to the risks of violent media. the matter is that this: Their worry isn’t supported via the facts. in reality, not like the video game–trained homicide machines depicted within the press, college shooters are literally less likely to have an interest in violent video games than their friends. in fact, so much well-adjusted little ones and youths play violent games, all with out ever displaying violent habit in genuine lifestyles. What’s extra, spikes in revenues of violent video games truly correspond to reduced charges of violent crime.

If that surprises you, you’re now not alone—the nationwide discussion on video games and violence has been hopelessly biased. yet that’s starting to swap. students are discovering that not just are violent video games no longer considered one of society’s nice evils, they could also be a strength for good.

In Moral Combat, Markey and Ferguson discover how video games—even the bloodiest—can have a good impression on every little thing from social abilities to emphasize, and will even make us extra morally delicate. Tracing the increase of violent video games from arcades to on-line deathmatches, they've got spent years at the entrance traces of the online game debate and now provide a accomplished evaluation of the clinical study on gaming. With humor, entire honesty, and broad study, they separate the parable from the medium.

Moral Combat is an irreverent and informative advisor to the worries—and wonders—of our violent digital world.

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Download e-book for iPad: Glued to Games: How Video Games Draw Us In and Hold Us by Scott Rigby,Richard Ryan

By Scott Rigby,Richard Ryan

With online game revenues within the billions and robust critiques about
their power and their peril becoming louder, Glued to video games: How
Video video games Draw Us In and carry Us Spellbound
brings whatever new to the
discussion. it's the first actually balanced assessment of the psychology of video
game motivation and engagement, in line with years of study with hundreds of thousands of
gamers. The booklet addresses either the confident and risks of video game play
by drawing on major fresh reports and demonstrated motivational concept to
explore the basic drivers of engagement, how video games fulfill basic
psychological wishes, and the way an knowing of those components should be applied
to arguable subject matters comparable to online game violence and online game addiction.

Filled with examples from renowned video games and the genuine experiences
of players themselves, Glued to Games gets to the guts of
gaming's robust mental and emotional allure--the merits besides as
the hazards. It supplies everybody from researchers to folks to avid gamers themselves
a clearer realizing of the psychology of gaming, whereas offering
prescriptions for more fit, extra relaxing video games and gaming experiences.

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The Routledge Companion to Video Game Studies (Routledge - download pdf or read online

By Mark J.P. Wolf,Bernard Perron

The variety of courses facing online game stories has exploded over the process the decade, however the box has produced few finished reference works. The Routledge significant other to game Studies, compiled through famous online game students Mark J. P. Wolf and Bernard Perron, goals to handle the continued theoretical and methodological improvement of video game reviews, supplying scholars, students, and online game designers with a definitive examine modern game stories.



Features contain:




  • comprehensive and interdisciplinary types and methods for studying games;



  • new views on games either as artwork shape and cultural phenomenon;



  • explorations of the technical and artistic dimensions of video games;



  • accounts of the political, social, and cultural dynamics of video games.



Each essay offers a full of life and succinct precis of its aim quarter, fast bringing the reader updated at the pertinent matters surrounding every one element of the sector, together with references for extra interpreting. jointly, they supply an outline of the current kingdom of video game reviews that might certainly end up necessary to scholar, pupil, and fashion designer alike.

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New PDF release: Teen Games Rule! A Librarian's Guide to Platforms and

By Julie Scordato,Ellen Forsyth

Gaming deals an effective way to arrive teenagers. This ebook offers library employees the instruments to bring online game programming that is going past the elemental video and board online game format.

• Covers a variety of well known video games, together with stay motion role-playing (LARP), table-top video games, computer video games, and large games

• offers rules for imposing novel summer time analyzing courses via video games

• contains lists of video games which are particularly appropriate and different instruments, similar to online game web content, assets for additional studying, movies to monitor, and professional online game groups which can supply help

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Read e-book online Assassin's Creed Unity (Ficción) (Spanish Edition) PDF

By Oliver Bowden,Paz Pruneda Gonzálvez

LA SÉPTIMA ENTREGA DE l. a. EXITOSA SERIE DE ASSASSIN’S CREED.

1789: l. a. gloriosa ciudad de París asiste al amanecer de l. a. Revolución Francesa. Las calles adoquinadas están cubiertas de sangre y los angeles gente se alza contra una aristocarcia opresiva. Pero l. a. justicia revolucionaria implica pagar un precio muy alto...

En un tiempo en el que los angeles brecha entre pobres y ricos es extrema y l. a. nación se parte en dos, un hombre y una mujer luchan para vengar todo aquello que han perdido.

Muy pronto, Arno y Élise se ven abocados a los angeles batalla que Asesinos y Templarios mantienen desde tiempo inmemorial, un mundo con peligros mucho más mortíferos de los que nunca pudieron imaginar.

Después de seis entregas de los angeles serie Assassin’s, l. a. historia continua en esta envolvente y fascinante trama, donde los personajes, los angeles ambientación y los detalles históricos harán las delicias de los seguidores.

Basado en el juego superventas de Ubisoft, Assassin’s Creed.

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Download PDF by Judd Ethan Ruggill,Ken S. McAllister: Tempest: Geometries of Play (Landmark Video Games)

By Judd Ethan Ruggill,Ken S. McAllister

Atari’s 1981 arcade hit Tempest was a “tube shooter” outfitted round gleaming, vector-based geometric shapes. between its many very important contributions to either online game and cultural history, Tempest was one of many first advertisement titles to permit gamers to settle on the game’s preliminary play hassle (a process Atari dubbed “SkillStep”), a characteristic that has seeing that grew to become typical for video games of all types. Tempest was additionally probably the most aesthetically impactful video games of the 20th century, lending its crisp, vector aesthetic to many next video clips, tv exhibits, and games. during this booklet, Ruggill and McAllister enumerate and analyze Tempest’s landmark features, exploring the game’s aesthetics, improvement context, and connections to and effect on online game heritage and tradition. by means of describing the sport in technical, old, and ludic element, they unpack the game’s latent and appear audio-visual iconography and the ideological meanings this iconography evokes.

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