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This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology a...
Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games,...
Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persist...
While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of moder...
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes th...
How does academic writing work in English linguistics and in English literary and cultural studies? This book serves as a student guide to the conventions of writing in these disciplines. It introduces how linguistic and literary and cultural researchers think and write in their fields. Vivid examples and quotations from student papers show elegant solutions for approaching structure and formulation in academic writing. In this way, this volume makes the composition of university papers more accessible.
Performing Adaptations: Conversations and Essays on the Theory and Practice of Adaptation brings together scholars and artists from across North America and the United Kingdom to contribute to the growing discourse on adaptation in the arts. An ideal text for students of theatre, drama, and performance studies, this volume offers a ground-breaking set of essays, interviews, and artistic reflections that assess adaptation from the perspective of live performance, an aspect of the field that has been under-explored until now. The diverse authors and interview subjects in this anthology take a variety of approaches to both creating and analyzing adaptations, demonstrating the form’s suitabili...
An ode to the gruesome game characters we love to beat—from the monsters of D&D to the mutants of The Last of Us—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The ...