Videogame, player, text
eBook - PDF

Videogame, player, text

  1. 264 pages
  2. English
  3. PDF
  4. Only available on web
eBook - PDF

Videogame, player, text

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About This Book

Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame, player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

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Yes, you can access Videogame, player, text by Barry Atkins,Tanya Krzywinska 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.

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Table of contents

  1. Videogame, player, text
  2. Half Title Page
  3. Title Page
  4. Copyright
  5. Contents
  6. List of contributors
  7. Introduction: videogame, player, text
  8. 1: Beyond Ludus: narrative, videogames and the split condition of digital textuality
  9. 2: All too urban: to live and die in SimCity
  10. 3: Play, modality and claims of realism in Full Spectrum Warrior
  11. 4: Why am I in Vietnam? The history of a video game
  12. 5: ‘It’s not easy being green’: real-time game performance in Warcraft
  13. 6: Being a determined agent in (the) World of Warcraft: text/play/identity
  14. 7: Female Quake players and the politics of identity
  15. 8: Of eye candy and id: the terrors and pleasures of Doom 3
  16. 9: Second Life: the game of virtual life
  17. 10: Playing to solve Savoir-Faire
  18. 11: Without a goal: on open and expressive games
  19. 12: Pleasure, spectacle and reward in Capcom’s Street Fighter series
  20. 13: The trouble with Civilization
  21. 14: Killing time: time past, time present and time future in Prince of Persia: The Sands of Time
  22. Index