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An Introduction to Game Studies
  • Language: en
  • Pages: 415

An Introduction to Game Studies

  • Type: Book
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  • Published: 2008-02-18
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  • Publisher: SAGE

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students w...

An Introduction to Games Studies
  • Language: en
  • Pages: 196

An Introduction to Games Studies

  • Type: Book
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  • Published: 2008
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  • Publisher: Unknown

This volume shows how to analyze games by introducing the core analytical concepts in the contexts of games and game cultures of four periods. It covers the prehistory of games, the '70s '80s and '90s and also contemporary developments.

An Introduction to Games Studies
  • Language: en
  • Pages: 196

An Introduction to Games Studies

  • Type: Book
  • -
  • Published: 2008
  • -
  • Publisher: Unknown

None

CGDC Conference Proceedings
  • Language: en
  • Pages: 360

CGDC Conference Proceedings

  • Type: Book
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  • Published: 2002
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  • Publisher: Unknown

None

In-Game
  • Language: en
  • Pages: 235

In-Game

  • Type: Book
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  • Published: 2011-05-13
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  • Publisher: MIT Press

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. O...

Narrative Theory, Literature, and New Media
  • Language: en
  • Pages: 327

Narrative Theory, Literature, and New Media

  • Type: Book
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  • Published: 2015-06-19
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  • Publisher: Routledge

Offering an interdisciplinary approach to narrative, this book investigates storyworlds and minds in narratives across media, from literature to digital games and reality TV, from online sadomasochism to oral history databases, and from horror to hallucinations. It addresses two core questions of contemporary narrative theory, inspired by recent cognitive-scientific developments: what kind of a construction is a storyworld, and what kind of mental functioning can be embedded in it? Minds and worlds become essential facets of making sense and interpreting narratives as the book asks how story-internal minds relate to the mind external to the storyworld, that is, the mind processing the story....

Computer Games
  • Language: en
  • Pages: 343

Computer Games

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Digital Culture, Play, and Identity
  • Language: en
  • Pages: 313

Digital Culture, Play, and Identity

  • Type: Book
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  • Published: 2008
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  • Publisher: MIT Press

"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resi...

Transmedia Practice: A Collective Approach
  • Language: en
  • Pages: 181

Transmedia Practice: A Collective Approach

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

None

Raising the Stakes
  • Language: en
  • Pages: 333

Raising the Stakes

  • Type: Book
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  • Published: 2015-01-30
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  • Publisher: MIT Press

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, ...