Gaming rhythms: Play and counterplay from the situated to the global (original) (raw)
Abstract
"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations. Stunningly conceptualized, this volume promises to revamp how literacy researchers theorize readers’ experiences of videogame play, and texts more generally. A powerful writer, Apperley pushes at the edges in a most persuasive way. —Donna E. Alvermann, Research Professor of Language and Literacy Education, University of Georgia Apperley demonstrates patient energy in undertaking innovative case studies, and marks a significant conceptual advance in the field. —Terry Flew, Professor of Media and Communication, Queensland University of Technology Driven by a desire to understand games "as they are played", Apperley has provided us with the most well informed, knowledgeable, scholarly and instructive accounts of the experiences of play to-date. This book puts early journalistic accounts of games and ill-fitting disciplinary imports into Game Studies safely behind us. The quality of the research and breadth of insight on display here is truly outstanding. —Dr Gareth Schott Gaming Rhythms is the result of careful, meticulous, and sustained research that demonstrates Apperley‘s writing bravura. I would not use the expression 'tour de force' simply because it is a cliche. —Matteo Bittanti, Stanford Humanities Lab, Stanford University If I had chosen the title for this book, it would be called “Steps to an Ecology of Games” – as it is a tribute to scholars such as Gregory Bateson and Brian Sutton-Smith as well as a continuation of the work of McKenzie Wark, Alexander Galloway, Nick Dyer-Witheford and Greg de Peuter. But Apperley also breaks rich new ground by situating his research on gamers in Venezuela and Australia in a sophisticated and wide-ranging theoretical context. His utilization of Lefebvre’s concept of rhythm is particularly fruitful, as it injects games research with a much needed dose of flow. His methodological rigour and perceptive analysis shed light on the way in which digital play is situated in our everyday lives, how it informs our bodies, and how it arouses our minds. This is an audacious, original and genuinely novel contribution to the field of game studies. In other words, it’s all beat and no filler. —Julian Raul Kücklich, playability.de"
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- Lego Star Wars: The Video Game (2005). Traveller's Tales, Eidos Interactive/LucasArts (Win- dows). Lineage II: The Chaotic Chronicle (2003). NCsoft, NCsoft (Windows). LittleBigPlanet (2008). Media Molecule, Sony Computer Entertainment Europe (PlayStation3). Lord of the Rings: Battle for Middle Earth (2004). EA Los Angles, EA Games (Windows). MU Online (2001). Webzen, K2 Network Inc. (Windows). MVP Baseball 2005 (2005). EA Canada, Electronic Arts (Windows).
- Marc Ecko's Getting Up: Contents Under Pressure (2006). The Collective, Atari (PlayStation2). MarioKart Wii (2008). Nintendo EAD, Nintendo (Wii). Mario Party (1996). Hudson Soft, Nintendo (Nintendo 64).
- Max Payne 2: The Fall of Max Payne (2003). Remedy Entertainment, Rockstar Games (Win- dows). Mazinger Z Salvo a Venezuela (2002). Mediatech, Mediatech (Windows). Medal of Honor: Allied Assault (2002). 2015 Inc, Electronic Arts (Windows). Medieval: Total War (2002). Creative Assembly, Activision (Windows). Mercenaries: Playground of Destruction (2005). Pandemic Studios, LucasArts (Xbox). Mercenaries 2: World in Flames (2008). Pandemic Studios, Electronic Arts (PS3). Myst (1993). Cyan Worlds, Brøderbund (Windows). Need For Speed: Underground (2003). EA Black Box, EA Games (Windows). Nexus: Kingdom of the Winds (1998). Nexon, Kru Interactive (Windows). Osu! Tatakei! Ouendan (2005). iNiS, Nintendo (Nintendo DS). Tomb Raider: Angel of Darkness (2003). Core Design, Eidos Interactive (PlayStation2). Tom Clancy's Ghost Recon 2 (2004). Red Storm Entertainment, Ubisoft (PlayStation2). Tom Clancy's Rainbow Six 3 (2003). Ubisoft Montreal, Ubisoft (Xbox).
- Tom Clancy's Rainbow Six 3: Raven Shield (2003). Ubisoft Montreal/Red Storm, Entertainment Ubisoft (Windows).
- Tom Clancy's Rainbow Six: Rogue Spear (1999). Red Storm Entertainment, Red Storm Entertain- ment (Windows).
- Tom Clancy's Rainbow Six: Vegas (2006). Ubisoft, Montreal Ubisoft (Windows). Tom Clancy's Rainbow Six: Vegas (2007). Ubisoft, Montreal Ubisoft (PlayStation3). Trainz (2001-). Auran, Auran (Windows).
- Ultima Online (1997). Origin Systems, Electronic Arts (Windows). Vietcong (2003). Pterodon/Illusion Softworks, Gathering Of Developers (Windows).
- Warcraft III: Reign of Chaos (2002). Blizzard Entertainment ,Blizzard Entertainment (Windows). Warcraft III: The Frozen Throne (2003). Blizzard Entertainment, Blizzard Entertainment (Win- dows). WarioWare D.I.Y. (2010). Nintendo SPD/Intelligent Systems, Nintendo (Nintendo DS). World of Warcraft (2004). Blizzard Entertainment, Vivendi Universal (Windows). Media Cited MEDIA CITED
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