Tomb Raiders and Space Invaders
Seiten
2005
I.B. Tauris (Verlag)
978-1-84511-108-3 (ISBN)
I.B. Tauris (Verlag)
978-1-84511-108-3 (ISBN)
Focusses on key formal aspects of games, and the experiences and pleasures offered by the activities they require of the player. Issues examined in this book include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation.
The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation.
Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.
The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation.
Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.
Geoff King is Senior Lecturer in Film and TV Studies at Brunel University; his books include New Hollywood Cinema and American Independent Cinema. Tanya Krzywinska is Reader in Film and TV Studies at Brunel University and author of A Skin for Dancing In and Sex in the Cinema. They are also co-editors of ScreenPlay: Cinema/Videogames/Interfaces
Erscheint lt. Verlag | 28.10.2005 |
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Zusatzinfo | Illustrations |
Sprache | englisch |
Maße | 156 x 234 mm |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
ISBN-10 | 1-84511-108-7 / 1845111087 |
ISBN-13 | 978-1-84511-108-3 / 9781845111083 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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