Computer Games
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Computer Games

Text, Narrative and Play
 E-Book
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9780745687506
Veröffentl:
2014
Einband:
E-Book
Seiten:
224
Autor:
Diane Carr
eBook Typ:
EPUB
eBook Format:
Reflowable E-Book
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

Computer games are one of the most exciting and rapidly evolving 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.
Computer games are one of the most exciting and rapidly evolvingmedia of our time. Revenues from console and computer games havenow overtaken those from Hollywood movies; and online gaming is oneof the fastest-growing areas of the internet. Games are no longerjust kids' stuff: the majority of players are now adults, and themarket is constantly broadening. The visual style of games hasbecome increasingly sophisticated, and the complexities ofgame-play are ever more challenging. Meanwhile, the iconography andgeneric forms of games are increasingly influencing a whole rangeof other media, from films and television to books and toys.This book provides a systematic, comprehensive introduction tothe analysis of computer and video games. It introduces keyconcepts and approaches drawn from literary, film and media theoryin an accessible and concrete manner; and it tests their use andrelevance by applying them to a small but representative selectionof role-playing and action-adventure games. It combines methods oftextual analysis and audience research, showing how the combinationof such methods can give a more complete picture of these playabletexts and the fan cultures they generate. Clearly written andengaging, it will be a key text for students in the field and forall those with an interest in taking games seriously.
List of IllustrationsAcknowledgements1. Studying computer games2. Defining game genres3. Games and narrative4. Play and pleasure5. Space, navigation and affect6. Playing roles7. Reworking the text: online fandom8. Motivation and online gaming9. Social play and learning10. Agency in and around play11. Film, adaptation and computer games12. Games and Gender13. Doing game analysisNotesGames CitedReferencesIndex

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