
Computer Games
Text, Narrative and Play
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
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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Information
Table of contents
- Cover
- Half Page
- Title Page
- Copyright
- Contents
- List of illustrations
- Acknowledgements
- 1 Studying Computer Game
- 2 Defining Game Genres
- 3 Games and Narrative
- 4 Play and Pleasure
- 5 Space, Navigation and Affect
- 6 Playing Roles
- 7 Reworking the Text: Online Fandom
- 8 Motivation and Online Gaming
- 9 Social Play and Learning
- 10 Agency in and around Play
- 11 Film, Adaptation and Computer Games
- 12 Games and Gender
- 13 Doing Game Analysis
- Notes
- Games Cited
- References
- Index
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