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	<title>Game Studies &#8211; meson press</title>
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	<link>https://meson.press</link>
	<description>meson press publishes research on digital cultures and networked media in open access.</description>
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	<title>Game Studies &#8211; meson press</title>
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		<title>Deine Kamera ist eine App</title>
		<link>https://meson.press/books/deine-kamera-ist-eine-app/</link>
		
		<dc:creator><![CDATA[Andreas Kirchner]]></dc:creator>
		<pubDate>Sat, 27 Jan 2024 09:23:28 +0000</pubDate>
				<guid isPermaLink="false">https://meson.press/?post_type=books&#038;p=4114</guid>

					<description><![CDATA[Der vorliegende Band untersucht systematisch das Verhältnis von digitalen Kameras und ihren softwaretechnischen Grundlagen, die wir unter „Apps“ zusammenfassen. Als konzeptuelles Framing in der Auseinandersetzung mit dieser medialen Verbindung aus Kamera/App wählen wir das ästhetische wie theoretische Spektrum aus Techniken des Appropriierens und Applizierens und damit verbundene Theorietraditionen der Filmwissenschaft sowie der Software, Platform und [&#8230;]]]></description>
										<content:encoded><![CDATA[<p class="mpText"><span lang="EN-US">Der vorliegende Band untersucht systematisch das Verhältnis von digitalen Kameras und ihren softwaretechnischen Grundlagen, die wir unter „Apps“ zusammenfassen. Als konzeptuelles Framing in der Auseinandersetzung mit dieser medialen Verbindung aus Kamera/App wählen wir das ästhetische wie theoretische Spektrum aus Techniken des Appropriierens und Applizierens und damit verbundene Theorietraditionen der Filmwissenschaft sowie der Software, Platform und App Studies. Mit dem programmatischen Befund ‚Deine Kamera ist eine App‘ soll in vier dialogischen Textpaaren dem offenen Themenfeld zwischen Appropriation/Applikation und seiner zeitgenössischen Brisanz wie historischen Tiefe entlang übergreifender Konzepte wie Partizipation, Format und Widerstand nachgegangen werden. Dabei beleuchtet der Band die Verbindung von Ästhetik und Technik, Kunst und Software und wendet sich neben dem Film auch den sogenannten Medienkünsten, dokumentarischen Videoformaten, Selbstdokumentationen und dem Gaming zu.</span></p>
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		<title>Diversity of Play</title>
		<link>https://meson.press/books/diversity-of-play/</link>
		
		<dc:creator><![CDATA[meson press]]></dc:creator>
		<pubDate>Wed, 22 Jul 2015 13:14:10 +0000</pubDate>
				<guid isPermaLink="false">https://meson.press/?post_type=books&#038;p=1551</guid>

					<description><![CDATA[The early days when digital games were new, harmless and niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of contemporary society. Based on the keynote [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The early days when digital games were new, harmless and niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of contemporary society.</p>
<p>Based on the keynote lectures held at DiGRA2015, <em>Diversity of Play</em> provides a critical view on the current state of digital games from theoretical, artistic, and practical perspectives.</p>
<p>With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg, <em>Diversity of Play </em>explores the uncanny in games, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments.</p>
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		<title>Rethinking Gamification</title>
		<link>https://meson.press/books/rethinking-gamification/</link>
		
		<dc:creator><![CDATA[meson press]]></dc:creator>
		<pubDate>Tue, 10 Mar 2015 13:42:44 +0000</pubDate>
				<guid isPermaLink="false">http://demo.meson.press/?post_type=books&#038;p=556</guid>

					<description><![CDATA[Other than one would expect at first sight, gamification is not an invention of the 21st century, it is not here to make life more fun or easier, and it is often a pain in the neck. So much more will we have to look at gamification as a new form of ideology carefully and assess it critically.]]></description>
										<content:encoded><![CDATA[<p>Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.<br />
The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!</p>
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