The Pleasures of Computer Gaming -

The Pleasures of Computer Gaming

Essays on Cultural History, Theory and Aesthetics
Buch | Softcover
203 Seiten
2008
McFarland & Co Inc (Verlag)
978-0-7864-3595-1 (ISBN)
27,40 inkl. MwSt
A collection of essays that situates the digital gaming phenomenon alongside broader debates in cultural and media studies. It maintains that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices.
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies.

In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of "cheats" and "easter eggs" in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players' aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Melanie Swalwell conducts research on the intersections between aesthetics, new media arts and digital games. She is in the Screen & Media Department at Flinders University in Adelaide, Australia. Jason Wilson has a range of international publications in videogame studies, on topics including early videogames and independent game design. He is a research associate at Queensland University of Technology.

Table of Contents



Introduction

Melanie Swalwell and Jason Wilson     



1. Little Jesuses and *@#?-off Robots: On Cybernetics, Aesthetics, and Not Being Very Good at Lego Star Wars

Seth Giddings and Helen W. Kennedy     

2. Gaming/Gambling: Addiction and the Videogame Experience

Joyce Goggin     

3. Forbidden Pleasures: Cheating in Computer Games

Julian Kücklich     

4. Movement and Kinaesthetic Responsiveness: A Neglected Pleasure

Melanie Swalwell     

5. “Participation TV”: Videogame Archaeology and New Media

Jason Wilson     

6. The Navigator’s Experience: An Examination of the Spatial in Computer Games

Bernadette Flynn     

7. Wargaming and Computer Games: Fun with the Future

Patrick Crogan     

8. Gameplay as Thirdspace

Brett Nicholls and Simon Ryan     



About the Contributors     

Index     

Erscheint lt. Verlag 30.8.2008
Zusatzinfo 15 photos, notes, bibliographies, index
Verlagsort Jefferson, NC
Sprache englisch
Maße 152 x 229 mm
Gewicht 277 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Sozialwissenschaften
ISBN-10 0-7864-3595-X / 078643595X
ISBN-13 978-0-7864-3595-1 / 9780786435951
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
2D- und 3D-Spiele entwickeln

von Thomas Theis

Buch | Softcover (2023)
Rheinwerk (Verlag)
29,90