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Spectate! Watching, Recording and Streaming Videogames

(Autor)

Buch | Softcover
256 Seiten
2025
Bloomsbury Academic USA (Verlag)
978-1-5013-3240-1 (ISBN)
27,40 inkl. MwSt
If there is one thing that distinguishes videogames from other media forms surely it is their interactivity. What it quite means to be a ‘player’, or what constitutes the distinctive ‘play position’, has never been more complicated, contested and confusing – so much so that it need not involve touching a controller at all, far less becoming an accomplished performer. We see players learning from one another as they observe technique, and shifting between playing and spectating as they take turns sharing gameplay one level or life at a time.

Spectate! Recording, Streaming and Watching Videogames explores the phenomenon of videogame spectatorship and presents a historically-grounded case for a reconsideration of our conceptualization and approaches to videogame play. Renowned games scholar James Newman covers player activities, how platforms enable spectating in interesting ways, and how spectating helps play a role in archiving and preserving game history.

Recognizing that the playability of a videogame is a temporary state, Newman argues that spectatorship is not merely a viable alternative to first hand play but that it might offer insights into the nuance and variety of possible playings impossible to attain in any other way. Newman's analysis for understanding how games have been integrated into the landscape of new media will become required reading.

James Newman is Professor of Digital Media and Subject Leader for Film, Media and Creative Computing at Bath Spa University, UK. He has written widely on videogames and gaming culture. including Best Before: Videogames, Supersession and Obsolescence (2012), Playing with Videogames (2008) and Videogames (2004, second ed. 2013), 100 Videogames (2007); Teaching Videogames (2006) and Difficult Questions About Videogames (2004, second ed. 2013). Newman is a co-founder of the UK’s National Videogame Archive, which is a partnership with the Science Museum, a researcher/curator at the National Videogame Arcade, and a member of the GameCity international videogames festival team.

Chapter 1: Not Actual Gameplay? Playing and not Playing Video Games
Chapter 2: A Brief History of Spectating Gameplay
Chapter 3: A Brief History of Capturing Gameplay
Chapter 4: Gameplay as Performance Art
Chapter 5: Watching to Learn
Chapter 6: Learning to Watch
Chapter 7: Earning by Being Watched
Chapter 8: Your Skills Immortalized!
Chapter 9: Spectating, Preservation and Exhibition
Bibliography
Index

Erscheinungsdatum
Zusatzinfo 20 bw illus
Verlagsort New York
Sprache englisch
Maße 152 x 229 mm
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Mathematik Angewandte Mathematik
Mathematik / Informatik Mathematik Finanz- / Wirtschaftsmathematik
Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
ISBN-10 1-5013-3240-6 / 1501332406
ISBN-13 978-1-5013-3240-1 / 9781501332401
Zustand Neuware
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