Art Silverblatt: Genre Studies in Mass Media: A Handbook (2007)
Filed under book | Tags: · genre, mass media, media literacy, popular culture, reality television, science fiction, television, video games, voyeurism, youth

The study of various types of programming is essential for critical analysis of the media and also offers revealing perspectives on society’s cultural values, preoccupations, behavior, and myths. This handbook provides a systematic, in-depth approach to the study of media genres–including reality programs, game shows, situation comedies, soap operas, film noir, news programs, and more. The author addresses such questions as: Have there been shifts in the formula of particular genres over time? What do these shifts reveal about changes in culture? How and why do new genres–such as reality TV shows–appear? Are there differences in genres from one country to another?
Combining theoretical approaches with concrete examples, the book reinforces one’s understanding of the importance of genre to the creation, evolution, and consumption of media content. Each chapter in this reader-friendly book contains a detailed discussion of one of the theoretical approaches to genre studies, followed by Lines of Inquiry, which summarizes the major points of the discussion and suggests directions for analysis and further study. Each chapter also includes an example that illustrates how the particular theoretical approach can be applied in the analysis of genre. The author’s careful linkage of different genres to the real world makes the book widely useful for those interested in genre study as well as media and culture, television studies, film studies, and media literacy.
Publisher M.E. Sharpe, 2007
ISBN 076561670X, 9780765616708
Length 258 pages
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Ian Bogost: Unit Operations: An Approach to Videogame Criticism (2006)
Filed under book | Tags: · game studies, gaming, video games

“In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of “game studies.”
The richness of Bogost’s comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert’s Madame Bovary, and Joyce’s Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.”
Publisher MIT Press, 2006
ISBN 026202599X, 9780262025997
243 pages
Keywords and phrases
game engines, ludology, Sim City, videogames, Gonzalo Frasca, cellular automata, unit operations, ontology, narratology, Star Wars Galaxies, Janet Murray, Alain Badiou, first-person shooter, Thousand Plateaus, Stephen Wolfram, Tetris, Human Genome Project, psychoanalysis, Lev Manovich, Raph Koster
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Comment (0)Karen Collins: Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design (2008)
Filed under book | Tags: · game studies, gaming, sound, sound design, sound recording, video games

“A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player’s actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources—including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves—to offer a broad overview of the history, theory, and production practice of video game audio.
Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.”
Publisher MIT Press, 2008
ISBN 026203378X, 9780262033787
200 pages
Keywords and phrases
PlayStation, arcade games, LucasArts, iMUSE, MIDI, wavetable synthesis, dynamic music, Grim Fandango, Konami, FM synthesis, surround sound, Super Mario Bros, Sega Genesis, Nintendo DS, Commodore 64, sound chips, subtractive synthesis, diegetic, Intellivision, diegesis
PDF (updated on 2021-3-16)
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