吕博士推荐
图书详情
代理商:大苹果
页数:192
定价:14.95 美元
上传日期:2011-5-20 0:00:00

RISE OF THE VIDEOGAME ZINESTERS: HOW FREAKS, NORMALS, AMATEURS, ARTISTS, DREAMERS, DROPOUTS, QUEERS, HOUSEWIVES, AND PEOPLE LIKE YOU ARE TAKING BACK AN ART FORM

Book ID/图书代码: 12070011B45386

English Summary/英文概要: Granted, there are many videogames about shooting demons in space that I enjoy and even consider important," writes independent game designer Anna Anthropy. "But demon-shooting is a single theme, a tiny blip in the vast cosmos of what clever people could do with a new and largely unrefined medium." And so, like Scott McCloud in Understanding Comics, pixel-provacateur Anthropy in Rise of the Videogame Zinesters launches the first intergalactic offensive against the corporate systems of production, condescending media coverage and pervasive "gamer" culture of privilege and misogyny that has so far obscured the potential of what could be the defining cultural medium of the new millennium: videogames.

Within these pages, readers will find the following:
· A new history and definition of games, showing the central place gaming has had throughout human culture
· An explanation of how and why games corporations have hijacked an entire medium, eliminating all but the default white male perspective, desensitizing an entire generation to depictions of rampant misogyny and violence, and stifling both artistic innovation and social conscience
· A "recommended playing" list of games by independent voices that have begun to explore new perspectives, from the personal to the political to the brilliantly technical
· A road map for anyone, especially non-programmers, to begin conceiving, designing, producing, and distributing their own independent digital games, bypassing the need for corporate resources and corporate control.

A medium is only as viable as the voices that speak through it. Rise of the Videogame Zinesters shows us why videogames have the potential to impact our culture in new, surprising, and vital ways--and in so doing, inspires us to take the leap from player to creator, to join the coming revolution.

Chinese Summary/中文概要: ”虽然市场上有许多我喜欢,也觉得重要的在太空射击恶魔的电子游戏,“ 独立游戏设计师安娜.安瑟瑞(Anna Anthropy)说。“但恶魔射击是一个单一的主题,在茫茫宇宙中,聪明的人可以做出一个新的,不登大雅之堂的媒介,但却可以昙花一现。“ 像斯科特·麦克劳德(Scott McCloud)在《理解的漫画》(Understanding Comics)里,安瑟瑞在本书里赞扬了视频游戏“第一星系间进攻”对企业生产系统的作用,居高临下媒体报道,无孔不入的“玩家特权”和厌女文化已远远掩盖这可能是新千年文化的定义介质:电子游戏的潜力。

在这些网页上,读者会发现以下内容:
·一个新的历史和游戏的定义,显示出中央地方游戏已贯穿了整个人类文化。
·这本书解释如何和为什么游戏公司已经劫持了整个媒介,消除所有不同因素,以白人男性的角度来看,整整一代人的厌女症和暴力的描写,和令人窒息的艺术创新和社会良知。
· “推荐电玩”游戏由独立的声音,已经开始探索新的观点,从个人到政治,到出色的技术清单
·任何人的路线图,尤其是非程序员,开始构思,设计,生产,并分享自己独立的数字游戏,绕过企业资源和企业控制。

媒介是可行的,只要通过它来表述。本书向我们表明,为什么电子游戏有可能影响到我们的文化,用这种新奇和重要的方式 - 这样做,激励我们采取从这种由玩家到制作者的方式加入未来的革命。(LNL & CK)

Awards/获奖情况:“这个时代,大家都能制作和分享照片,影片,或者书籍。 《电玩达人的崛起》向大家展示了任何人都可能制作电子游戏。 但为什么他们该制作呢? 对于安娜.安瑟瑞来说,它不是为了名利或为利润,而是为了个人奇怪,却漫无目的的美丽创造力。”-伊恩.博格斯特(Ian Bogost),佐治亚技术研究所主任,数字式媒介的毕业生

“ 不受大型工作室的限制,一人和二人队使用一种工匠方法创造了一种深受个人喜欢和创新的电子游戏。 《崛起》是一个伟大的指南,更重要的是,参与这个动态发展的文化。”- 吉姆·门罗(Jim Munroe),《手眼协会》(Hand Eye Society)和《差分引擎倡议》(Difference Engine Initiative)的创始人之一。

“曾经,游戏产业充满了热切的创造力,创新者探索着家用电脑的新技术所带来的潜在力; 今天,它是无光泽的,迷失于商业洪流,对年轻男性的销量大量减少。 在本书里,安娜.安瑟瑞展示每个背景和社会地位的人们怎么免于打破游戏商的桎梏,将它们各自对于游戏的理解带进生活 -- 或许更加重要地是,她指出帮助你的工具和理念,让你自己选择去创造自己的游戏。如果游戏设计是艺术,作为那些真正爱游戏的我们,必须从商业压力下去抢救它。 您可以成为游戏未来的一部分。” -格雷戈.科斯蒂基安(Greg Costikyan),资深游戏设计师,迪斯尼设计者。

“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. But why should they? For Anna Anthropy, it’s not for fame or for profit, but for the strange, aimless beauty of personal creativity.”—Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology

"Free of the constraints the giant studios labour under, one- and two-person teams are using an artisinal approach to make deeply personal and innovative videogames. 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

“Once upon a time, the game industry was a fervent of creativity, as innovators explored the potential offered by the new technology of home computing; today, it is a lackluster, thud-and-blunder torrent of commercial dross, selling to a diminishing audience of young males. Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life -- and perhaps more importantly, pointing you to tools and ideas that will, should you so choose, allow you to create your own games. If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.”—Greg Costikyan, Senior Game Designer, Disney Playdom

About the Author/作者介绍: 安娜.安瑟瑞(Anna Anthropy)是自由视频游戏的创造者和评论家。她是“四分之一玩家”(The Gamer’s Quarter)的前主编,被设计师和评论家格雷格.科斯蒂基安形容为“最接近游戏产业的一本严肃的批评杂志。”

ANNA ANTHROPY is a freelance scratchware videogame creator and critic. She is a former editor of The Gamer’s Quarter, described by designer and critic Greg Costikyan as "the closest thing the game industry has to a journal of serious critique."

Format:照片

Rights Status/版权销售情况:Simplified Chinese/简体中文:AVAILABLE

Complex/Traditional Chinese/繁体中文:AVAILABLE

Sales in other countries/其他国家销售情况:

原文第一章内容:暂无

手稿:暂无

大纲:暂无