Books that feature Hypnospace Outlaw
Books
50 Indie Games that Changed the World:
https://us.bitmapbooks.com/products/50-indie-games-that-changed-the-world
Exploring the inception, development, and legacy of some of the most important titles of the digital download era, 50 Indie Games That Changed the World is the ultimate celebration of what it takes to get a video game made outside of the typical AAA studio system. Penned by experienced video game journalist Aaron Potter, this beautiful hardback book takes an analytical deep dive into each featured game’s production, speaking to the small teams and solo creators responsible for making them via original interviews that aim to bring a new perspective to the wider game development conversation across 50 insightful chapters.
The Hidden Curriculum of Video Games:
https://www.mqup.ca/Books/T/The-Hidden-Curriculum-of-Video-Games?trk=public_post_comment-text
Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview – one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews.
Return to the Interactive Past:
https://www.sidestone.com/books/return-to-the-interactive-past
A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.
Research Articles:
Possible Worlds and Force Dynamics for Emergent Narrative:
Computational narrative, the representation and manipulation of narratives in digital space, is a research field impacting primarily gaming and digital entertainment, but also AI, education, therapy and the arts. In many cases, computational narratives involve the simulation of multiple characters, allowing events of the simulation to be woven together into one or more plots, called emergent narratives. These simulations are limited by the use of discrete rules which govern actions and events, requiring a significant ruleset even for the simplest of narrative environments. Furthermore, the emergent behaviour of the work is complex, and unpredictable, restricting the broader authorship of emergent narrative systems. Lastly, many approaches to agent simulation concentrate on logical, internal reasoning processes, that do not necessarily capture the reactive, interpersonal relations which exist in narratives. The goal of this PhD is to explore how character models and quantitative analysis of emergent narrative can address the complexity and behaviour of emergent narratives.
Freedom | Oppression | Games & Play:
https://publish.fid-media.de/entities/misc/ac2a47eb-132f-44ed-91c0-3dc6a5e63c9a
Freedom and Oppression are not simple opposites, they form a dialectical relationship in which, as concepts, one cannot exist without the other. Sometimes, they can even enable, emphasize and strengthen each other: just as freedom begins to shine once it contrasts against oppressive forces, oppression becomes the most effective when it gives a certain amount of leeway to the oppressed. This intricate connection between Freedom and Oppression often shapes political systems, social environments, and personal relationships; but it is also at the heart of matters of Games & Play, which rely heavily on the interplay between artificial constraints and the desire to gain a liberating sense of agency within them. Can a better understanding of Games & Play heighten our understanding of oppressive forces and liberation efforts in real life? Is the act of playing (and creating) games a reflection or even reinforcement of oppressions and freedoms that exist outside the game world? Can Games & Play themselves become liberating forces, or even tools of oppression? And what promises of freedom, what mechanisms of oppression exist in the world of games and gaming? The 16th Vienna Games Conference "FROG - Future and Reality of Gaming" 2022 has aimed to address these and other related questions. This volume presents 24 contributions to the conference, which strive to enlighten the complex relations between Freedom and Oppression, Games and Play.
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