Computer Games (eBook)
224 Seiten
John Wiley & Sons (Verlag)
978-0-7456-8750-6 (ISBN)
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 introduction to
the analysis of computer and video games. It introduces key
concepts and approaches drawn from literary, film and media theory
in an accessible and concrete manner; and it tests their use and
relevance by applying them to a small but representative selection
of role-playing and action-adventure games. It combines methods of
textual analysis and audience research, showing how the combination
of such methods can give a more complete picture of these playable
texts and the fan cultures they generate. Clearly written and
engaging, it will be a key text for students in the field and for
all those with an interest in taking games seriously.
David Buckingham is Professor of Education and head of the Centre for the Study of Children, Youth and Media (CSCYM) at the University of London. Andrew Burn is Reader in Education and New Media and Associate Director of the CSCYM at the University of London. Diane Carr is Research Officer of the CSCYM at the University of London. Gareth Schott is Senior Lecturer of Screen and Media Studies at the University of Waikato.
List of Illustrations
Acknowledgements
1. Studying computer games
2. Defining game genres
3. Games and narrative
4. Play and pleasure
5. Space, navigation and affect
6. Playing roles
7. Reworking the text: online fandom
8. Motivation and online gaming
9. Social play and learning
10. Agency in and around play
11. Film, adaptation and computer games
12. Games and Gender
13. Doing game analysis
Notes
Games Cited
References
Index
"This valuable text is always informed by serious research,
analysis and careful thought."
-- Julian McDougall, Media Education Assocation
Newsletter
'Computer Games: Text, Narrative and Play will be
valuable for teachers and students who want to familiaize
themselves with the core concepts and important debates within the
merging field of games studies. But it does more than that -
couping format analysis of games with an ethnographic perspective
on games-playing showing how the same games studies can be read
through multiple conceptual frameworks. If recent writing in games
studies has seemed polarized, this book maps the middle ground
between the warring positions.'
-- Henry Jenkins, Massachusetts Institute of
Technology
'Computer Games challenges the notion that games are
"just for fun" by introducing a readable tome for observers and
players of Pong to Perfect Dark. A comprehensive and useful
breakdown of what students of games studies should focus on and how
they should go about doing it.'
-- Aleks Krotoski, Technology Journalist and
Researcher
Erscheint lt. Verlag | 10.3.2014 |
---|---|
Sprache | englisch |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
Sozialwissenschaften ► Politik / Verwaltung | |
Schlagworte | Communication & Media Studies • Kommunikation u. Medienforschung • Kultursoziologie • Media Studies • Medienforschung • Sociology • Sociology of Culture • Soziologie |
ISBN-10 | 0-7456-8750-4 / 0745687504 |
ISBN-13 | 978-0-7456-8750-6 / 9780745687506 |
Haben Sie eine Frage zum Produkt? |
Größe: 1,5 MB
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