Computer Games
eBook - ePub

Computer Games

Text, Narrative and Play

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

Computer Games

Text, Narrative and Play

Book details
Table of contents
Citations

About This Book

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.

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Yes, you can access Computer Games by Diane Carr, David Buckingham, Andrew Burn, Gareth Schott in PDF and/or ePUB format, as well as other popular books in Social Sciences & Media Studies. We have over one million books available in our catalogue for you to explore.

Information

Publisher
Polity
Year
2014
ISBN
9780745687506
Edition
1

Table of contents

  1. Cover
  2. Half Page
  3. Title Page
  4. Copyright
  5. Contents
  6. List of illustrations
  7. Acknowledgements
  8. 1 Studying Computer Game
  9. 2 Defining Game Genres
  10. 3 Games and Narrative
  11. 4 Play and Pleasure
  12. 5 Space, Navigation and Affect
  13. 6 Playing Roles
  14. 7 Reworking the Text: Online Fandom
  15. 8 Motivation and Online Gaming
  16. 9 Social Play and Learning
  17. 10 Agency in and around Play
  18. 11 Film, Adaptation and Computer Games
  19. 12 Games and Gender
  20. 13 Doing Game Analysis
  21. Notes
  22. Games Cited
  23. References
  24. Index