Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad "booth babes" whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow "modding" (game modifications made by players). Gender equity, the contributors to Beyond Barbie and Mortal Kombat argue, requires more than increasing the overall numbers of female players. Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games.
Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history.
From Internet censorship to sex and violence on television and in video games to debates over rock lyrics, the media and their affect on children and adolescents is one of the most widely debated issues in our society. The Encyclopedia of Children, Adolescents, and the Media presents state-of-the-art research and ready-to-use facts on the media's interaction with children and adolescents.
The International Encyclopedia of Media Studies brings together over 200 critical essays to redraw the boundaries of this rapidly evolving and dynamically complex area. Global in scope, wide-ranging in its inclusion of topics, and edited by an international team of the world's best scholars, this is the definitive resource for the field.
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J.P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium.
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames.
Full text articles in many disciplines. To access JSTOR you may need to login with VPN .
Subject areas include African-American studies, anthropology, Asian studies, business, ecology, economics, education, finance, history, literature, mathematics, philosophy, political science, population studies, sociology, statistics. The University of Rochester Libraries currently subscribes to the following multidisciplinary JSTOR Collections: Arts and Sciences I through XV. JSTOR also packages their content in disciplinary collections; however, the only ones of these that we have licensed are the Biological Sciences segment and the first of the Business collections. For alumni access, see also Alumni Library Gateway.
Identifies articles on all topics, many with links to full text. Includes articles in scholarly, peer-reviewed journals, news, trade journals and more.
Identifies articles on all topics, many with links to full text. Includes articles in scholarly, peer-reviewed journals, news, trade journals and more
America: History and Life is the definitive index of literature covering the history and culture of the United States and Canada from prehistory to the present. This databases indexes journal articles, book reviews, book chapters, dissertations, and more and is an essential tool for history research.
Over 1,000,000 images covering art, architecture,fashion and archeology. Software tools support teaching and research.
including: viewing and analyzing images through features such as zooming and panning, saving groups of images online for personal or shared uses, and creating and delivering presentations both online and offline.
Digital collections that feature areas of special collections from the Research Library are available online. Digital collections may complement a Research Institute exhibition or focus on a particular artist, subject, collection, or group of collections. In addition to images and other media, they may include contextual and historical information and links to related resources both inside and outside the Getty.
Explore museums from around the world, discover and view hundreds of artworks at incredible zoom levels, and even create and share your own collection of masterpieces.
Database includes 22,000 historical and contemporary images from Rochester and Monroe County. Images were chosen from the collections of the Central Library of Rochester and Monroe County Local History Division, the City of Rochester Municipal Archives and City Hall Photo Lab, the Rochester Museum & Science Center, the Town of Brighton Historian's Office, the Town of Perinton Historian's Office, the Village of East Rochester Historian's Office and the Village of Hilton Historian's Office.
Search using the "Moving Images" tab on the River Campus Libraries homepage. Restrict to either DVD, Streaming, or Video Games.
If you don't locate what you need using the Moving Images tab, which restricts the search to those items in the River Campus Libraries, search for DVDs and videotapes in the Art/Music Library, the Memorial Art Gallery Library and the Sibley Music Library, as well as streaming video titles, using the Voyager Catalog. Use the limit feature in Voyager to restrict to DVD or Videotape.
Video gaming has exploded over recent years and the realism and escapism that is now on offer to teenagers can be a source of relaxation and pleasure. But this same realism and escapism can become a trap that turns carefree gamers to serious addicts. This program delves into the world of video game culture to try and shed light on the issue of video game addiction. Thomas Clare was an average teen when he got lost in the world of gaming, and neglected his real life. We speak to Thomas and his family about the effect this had on all of their lives and ask the question, at which point does a passion and a hobby begin to negatively impact a teenagers life? Troubled Teens is a six-part documentary series, that takes an in-depth look at the dark side of addiction.
There are over 2500 full-length avant-garde films and videos, both streaming and downloadable, including the videos of Vito Acconci and the filmic oeuvre of Jack Smith, You can also find several biographies and interviews with authors such as Jorge Luis Borges, J. G. Ballard, Allen Ginsberg, and Louis-Ferdinand Céline. And there are a number of films about avant-garde music, most notably Robert Ashley’s epic 14-hour Music with Roots in the Aether, a series of composer portraits made in the mid-70s featuring artists such as Pauline Oliveros, Philip Glass, and Alvin Lucier. A dozen of the rarely screened films by Mauricio Kagel can be viewed as can Her Noise, a documentary about women and experimental music from 2005. There are also hours of performance documentation, notably the entire Cinema of Transgression series with films by Beth B and Richard Kern, a lecture by Chris Burden, a bootleg version of Robert Smithson’s HOTEL PALENQUE, (1969) and an astonishing 21-minute clip of Abbie Hoffman making gefilte fish on Christmas Eve of 1973.
Other portions of the site include a vast repository of papers about audio, performance, conceptual art, and poetry. There are large sections of artists simply placed together under categories of Historical and Contemporary.