Product details:
ISBN13: | 9781501352546 |
ISBN10: | 1501352547 |
Binding: | Hardback |
No. of pages: | 344 pages |
Size: | 228x152 mm |
Weight: | 621 g |
Language: | English |
Illustrations: | 63 bw illus |
247 |
Category:
Optimization, linear programming, game theory
Software development
Computer Graphics Softwares
Computer games
Digital signal, audio and image processing
Further readings in games
Further readings in games
Game planning
Media and communication science in general
Optimization, linear programming, game theory (charity campaign)
Software development (charity campaign)
Computer Graphics Softwares (charity campaign)
Computer games (charity campaign)
Digital signal, audio and image processing (charity campaign)
Further readings in games (charity campaign)
Further readings in games (charity campaign)
Game planning (charity campaign)
Media and communication science in general (charity campaign)
The Digital Role-Playing Game and Technical Communication
A History of Bethesda, BioWare, and CD Projekt Red
Publisher: Bloomsbury Academic
Date of Publication: 20 May 2021
Number of Volumes: Hardback
Normal price:
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Long description:
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland.
Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Table of Contents:
List of Illustrations
Foreword by Adam Crowley
Introduction: RPGs and the Explosion of Technical Content
1: Birth of the DRPG
2: New Century, New Technologies, New Challenges
3: Crowdsourcing -- The Game Changer
4: At the Top of Their Games
5: A Cocreative Game World, for Better or for Worse
6: The Social Media Imperium
7: Bigger, More, Better
8: The Wheels Fall Off
Notes
Index
Foreword by Adam Crowley
Introduction: RPGs and the Explosion of Technical Content
1: Birth of the DRPG
2: New Century, New Technologies, New Challenges
3: Crowdsourcing -- The Game Changer
4: At the Top of Their Games
5: A Cocreative Game World, for Better or for Worse
6: The Social Media Imperium
7: Bigger, More, Better
8: The Wheels Fall Off
Notes
Index