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Understanding Video Games
  • Language: en
  • Pages: 338

Understanding Video Games

  • Type: Book
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  • Published: 2013-04-26
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  • Publisher: Routledge

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
  • Language: en
  • Pages: 405

Understanding Video Games

  • Type: Book
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  • Published: 2015-12-07
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  • Publisher: Routledge

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,...

The Johns Hopkins Guide to Digital Media
  • Language: en
  • Pages: 553

The Johns Hopkins Guide to Digital Media

  • Type: Book
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  • Published: 2014-04-15
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  • Publisher: JHU Press

The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.

Trauma and the Mediated Self
  • Language: en
  • Pages: 213

Trauma and the Mediated Self

Trauma and the Mediated Self: Contemporary Life Writing Across Media examines twenty-first century representations of trauma in life writing across several media, including printed-word memoir, graphic memoir, autodocumentary, and autobiographical video games. Through careful analysis, Loredana Bercuci uncovers the medium-specific demands for the representation of trauma in life writing in the context of the contemporary memoir boom. She broadly argues that for a trauma representation to be considered successful, each medium adapts its own means to adhere to a certain definition of trauma and in this manner a particular piece of life writing is accepted as a successful and reliable representation of trauma. The representation of trauma in these autobiographical media has created a new trauma aesthetics that is defined by a cautious (re)engagement with the real.

Silent Hill
  • Language: en
  • Pages: 171

Silent Hill

The second entry in the Landmark Video Games series

Embodied Metaphors in Film, Television, and Video Games
  • Language: en
  • Pages: 315

Embodied Metaphors in Film, Television, and Video Games

  • Type: Book
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  • Published: 2015-10-05
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  • Publisher: Routledge

In cognitive research, metaphors have been shown to help us imagine complex, abstract, or invisible ideas, concepts, or emotions. Contributors to this book argue that metaphors occur not only in language, but in audio visual media well. This is all the more evident in entertainment media, which strategically "sell" their products by addressing their viewers’ immediate, reflexive understanding through pictures, sounds, and language. This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of those moving images.

Literary Gaming
  • Language: en
  • Pages: 217

Literary Gaming

  • Type: Book
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  • Published: 2023-08-15
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  • Publisher: MIT Press

A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitati...

Video Games and American Culture
  • Language: en
  • Pages: 163

Video Games and American Culture

Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book fo...

Show Sold Separately
  • Language: en
  • Pages: 260

Show Sold Separately

  • Type: Book
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  • Published: 2010
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  • Publisher: NYU Press

This work examines the world of film and television that exists before and after the show. It may rewrite the rules of what we look at when we want to understand how audiences make meaning of media franchises as profoundly as Tony Bennett and Janet Woollcott's 'Bond and Beyond' did for a previous generation.