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Rise of the Videogame Zinesters

How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form

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eBook published by Seven Stories Press (Seven Stories Press)

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About This Book
Part critical essay, part manifesto, part DIY guide, and altogether unprecedented, Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change—and how a new generation of artists can change it. Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences.
 
Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.
 


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Part critical essay, part manifesto, part DIY guide, and altogether unprecedented, Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change—and how a new generation of artists can change it. Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider variety of human experiences.
 
Rise of the Videogame Zinesters is a call to arms for anyone who's ever dreamed of making their own games. Anna’s guide to game design encourages budding designers to bring their unique backgrounds and experiences to their creations and widen the playing field of an industry that has for too long catered to an adolescent male consumer base. Anna’s newest game, Dys4ia, an autobiographical game about her experiences with hormone replacement therapy, has been featured in The Penny Arcade, IndieGames, and TigSource.
 


Product Details
eBook
Published: March 20, 2012
Publisher: Seven Stories Press
Imprint: Seven Stories Press
ISBN: 9781609803735
Other books byAnna Anthropy
  • A Game Design Vocabulary

    A Game Design Vocabulary
    Exploring the Foundational Principles Behind...
    Since the first arcade videogames appeared in the 1970s, publishers have invested billions of dollars in developing more powerful technologies to deliver richer player experiences. Games have often taken a central role in popular culture; in fact, organizations are even attempting to “gamify” traditional business processes. However, our language for understanding, discussing, and designing games has remained primitive — and this has made it more difficult to create great games or intelligently evaluate them.   A Game Design Vocabulary fills this gap, offering a complete shared framework for understanding and evaluating game design — as creators, as players, as students, as game industry decision-makers. Anna Anthropy approaches games through the lens of storytelling and vocabulary, examining the structure of a game, identifying its verbs, adverbs, objects, and showing how game designers develop these elements over the course of a game.   Anthropy uses extensive examples to illuminate abstract concepts in game design. In multiple case studies, she dissects samples from existing games. Every chapter concludes with hands-on design challenges and learning exercises that promote deeper insight — and can be done with or without access to any game development technologies.   Coverage includes: Verbs and objects, the fundamental game characters Scenes, which we use to develop those characters Context, using video and audio to communicate game rules Resistance, our ability to reward or to waste the player's time Designing games holistically, rather than as a collection of parts Chapters will end with design challenges and exercise. There will be additional materials for instructors including, interactive examples, test questions, and group project ideas.

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