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Game studies

Game studies
Game studies or gaming theory is a discipline that deals with the critical study of games. More specifically, it focuses on game design, players, and their role in society and culture. Game studies is an inter-disciplinary field with researchers and academics from a multitude of other areas such as computer science, psychology, sociology, anthropology, philosophy, arts and literature, media studies, communication, theology, and more. Like other media disciplines, such as television studies and film studies, game studies often involves textual analysis and audience theory. History[edit] Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology. These influences may be characterized broadly in three ways:[3] the social science approach, the humanities approach, and the industry and engineering approach. The youth of the field of game studies is also another reason for blurred boundaries between approaches. [edit]

Shigeru Miyamoto Shigeru Miyamoto (宮本 茂, Miyamoto Shigeru?, born November 16, 1952[1]) is a Japanese video game designer and producer. He is best known as the creator of some of the best-selling, most critically acclaimed, most enduring, and most influential games and franchises of all time. Miyamoto was born and raised in Kyoto Prefecture; the natural surroundings of Kyoto inspired much of Miyamoto's later work. Early life Miyamoto was born in the Japanese town of Sonobe, a rural town northwest of Kyoto,[3] on November 16, 1952. Miyamoto graduated from Kanazawa Municipal College of Industrial Arts with a degree in industrial design[3] but no job lined up. Western genre television shows had a major influence on Miyamoto.[8] Career 1977–1984: Arcade beginnings; Donkey Kong Nintendo, a relatively small Japanese company, had traditionally sold playing cards and other novelties, although it had started to branch out into toys and games in the mid 1960s. 1990–2000: SNES and N64; Super Mario 64 and Ocarina of Time

Frangment d'un discours amoureux, Roland Barthes, 1977 Why gamers are a great fit at the gym "For the first 26 years of my life, I had no idea what exercise was," Fitocracy user Michael Perry says. Fitocracy uses video game techniques to encourage exercise"Glued to Games" authors say motivation is similar in fitness, games Community around online games, or fitness, satisfies a psychological need (CNN) -- They've been trained to focus for weeks at a time on a single goal. They know how to clearly identify obstacles and form step-by-step plans to overcome them. They're obsessed with improving specific skills but judge success only by overall progress made in the world they've decided to conquer -- as realistic or fantastical as it may be. It's precisely these traits that make video-gamers great bodybuilders. Take a moment to laugh, if you must. Brian Wang and Dick Talens were the stereotypical video-gamers in high school. "I literally would wake up and play all day, eating intermittently," Talens said. Dick Talens weighed 230 pounds in high school before becoming a body builder. Why?

Serious: When you have all the money in the world and we live in a world where people need good jobs, why can't you build a Pokemon preservation studio? : pokemon Serious Games Games have been on my mind more than usual lately, both because of Jane McGonigal's new book Reality is Broken, and Bruce Sterling's review of The Art of Game Design. Games are fascinating because players perform pointless tasks that under any other circumstances would be considered work, and master arcane skills, all in the name of fun. If the energy put into playing games could be harnessed to external reality, whether economic or political, it'd be like building a social perpetual motion machine. Another side of games is socialization. The last area of games that we're interested in, and on which relatively little research has been done, is the use of games to help collective decision-making.

Mathieu Triclot, Extrait de "Philosophie des jeux vidéo", 2011, Zones Seven Stories Press “Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture.” – Patrick Alexander, Eegra “Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games.” – Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" “These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. – Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology “Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture.” – Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative – Greg Costikyan, author of I Have No Mouth and I Must Design

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A Cyborg Manifesto Donna Haraway's essay is an attempt to break away from Oedipal narratives and Christian origin doctrines like Genesis; the concept of the cyborg is a rejection of rigid boundaries, notably those separating "human" from "animal" and "human" from "machine." In A Cyborg Manifesto, she writes: "The cyborg does not dream of community on the model of the organic family, this time without the oedipal project. The cyborg would not recognize the Garden of Eden; it is not made of mud and cannot dream of returning to dust."[2] The Manifesto criticizes traditional notions of feminism, particularly feminist focuses on identity politics, and encouraging instead coalition through affinity. Major Points[edit] Haraway begins the Manifesto by explaining three boundary breakdowns since the 20th Century that have allowed for her hybrid, cyborg myth: the breakdown of boundaries between human and animal, animal-human and machine, and physical and non-physical. Issues with Western Patriarchal Tenets[edit]

Digesting Duck L’Homme Machine Voltaire. De l’Imp. d’ELIE LUZAC, Fils. avertissement de l’imprimeur. n ſera peut-être ſurpris que j’aie oſé mettre mon nom à un livre aussi hardi que celui-ci. Une telle conduite donne gain de cauſe aux Incrédules ; ils ſe moquent d’une Religion, que notre ignorance voudroit ne pouvoir être conciliée avec la Philoſophie : ils chantent victoire dans leurs retranchemens, que notre manière de combattre leur fait croire invincibles. Voilà ce que j’ai cru devoir mettre à la tête de cette petite Brochure, pour prévenir toute inquiétude. L’Auteur, que je connois point, m’a envoïé ſon ouvrage de Berlin, en me priant ſeulement d’en anvoier ſix exemplaires à l’adreſſe de M. le Marquis d’Argens. PROFESSEUR en MÉDECINE à GOTTINGUE. e n’eſt point ici une Dédicace ; vous êtes fort au-deſſus de tous les Éloges que je pourrois vous donner ; & je ne connois rien de ſi inutile, ni de ſi fade, ſi ce n’eſt un Diſcours Académique. Passons en revue tous les objets de ces plaiſirs inconnus aux Ames Vulgaires. 1º.

Boum Boum ❤ En 1960, deux ans avant de prendre part aux organisations militaires de son pays et de participer à la mise en place du premier réseau informatique connecté à distance, Joseph C. R. Licklider publie Man-Computer Symbiosis 1. Il propose dans ce texte d'envisager les manières dont vont se développer les relations entre les humains et "les machines à compter" que sont les ordinateurs. Il suppose que le modèle d’interaction le plus efficace sera celui la symbiose, un relation équivalente à celle qu'entretiennent le figuier et son insecte pollinisateur dont il prend l'exemple. « 1) Desk-Surface Display and Control: Certainly, for effective man-computer interaction, it will be necessary for the man and the computer to draw graphs and pictures and to write notes and equations to each other on the same display surface. Ce "Bureau-surface de contrôle et d'affichage" qu'il décrit s'accompagnerait de la création d'un langage écrit qui se négocierait entre l'opérateur et la machine. Notes :

Man-Computer Symbiosis Man-Computer Symbiosis J. C. R. Licklider IRE Transactions on Human Factors in Electronics, volume HFE-1, pages 4-11, March 1960 Summary Man-computer symbiosis is an expected development in cooperative interaction between men and electronic computers. 1.1 Symbiosis The fig tree is pollinated only by the insect Blastophaga grossorun. "Man-computer symbiosis is a subclass of man-machine systems. 1.2 Between "Mechanically Extended Man" and "Artificial Intelligence" As a concept, man-computer symbiosis is different in an important way from what North [21] has called "mechanically extended man." In one sense of course, any man-made system is intended to help man, to help a man or men outside the system. Man-computer symbiosis is probably not the ultimate paradigm for complex technological systems. Present-day computers are designed primarily to solve preformulated problems or to process data according to predetermined procedures. The other main aim is closely related. 5.4 The Language Problem

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