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El. knyga: Computer Games: Text, Narrative and Play

3.18/5 (43 ratings by Goodreads)
(Institute of Education, University of London), (University of London), (University of London), (University of Waikato, New Zealand)
  • Formatas: EPUB+DRM
  • Išleidimo metai: 10-Mar-2014
  • Leidėjas: Polity Press
  • Kalba: eng
  • ISBN-13: 9780745687506
  • Formatas: EPUB+DRM
  • Išleidimo metai: 10-Mar-2014
  • Leidėjas: Polity Press
  • Kalba: eng
  • ISBN-13: 9780745687506

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Despite the lasting popularity of computer games (called such in the UK whether played on a PC or dedicated console), there remains the "disciplinary promiscuity" of where to situate game studies. Developed from a research project called the "Textuality of Video Games" at the U. of London's Centre for the Study of Children, Youth and Media, this collection of 13 essays analyzes what defines this genre and its role playing, story telling, gender, and other aspects. Some screen shots are featured. Annotation ©2007 Book News, Inc., Portland, OR (booknews.com)

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.

Recenzijos

"This valuable text is always informed by serious research, analysis and careful thought." -- Julian McDougall, Media Education Assocation Newsletter



'Computer Games: Text, Narrative and Play will be valuable for teachers and students who want to familiaize themselves with the core concepts and important debates within the merging field of games studies. But it does more than that - couping format analysis of games with an ethnographic perspective on games-playing showing how the same games studies can be read through multiple conceptual frameworks. If recent writing in games studies has seemed polarized, this book maps the middle ground between the warring positions.'



-- Henry Jenkins, Massachusetts Institute of Technology



'Computer Games challenges the notion that games are "just for fun" by introducing a readable tome for observers and players of Pong to Perfect Dark. A comprehensive and useful breakdown of what students of games studies should focus on and how they should go about doing it.'



-- Aleks Krotoski, Technology Journalist and Researcher

List of illustrations vii
Acknowledgements viii
1 Studying Computer Games
1(13)
David Buckingham
2 Defining Game Genres
14(16)
Andrew Burn and Diane Carr
3 Games and Narrative
30(15)
Diane Carr
4 Play and Pleasure
45(14)
Diane Carr
5 Space, Navigation and Affect
59(13)
Diane Carr
6 Playing Roles
72(16)
Andrew Burn
7 Reworking the Text: Online Fandom
88(15)
Andrew Burn
8 Motivation and Online Gaming
103(16)
Andrew Burn and Diane Carr
9 Social Play and Learning
119(14)
Gareth Schott and Maria Kambouri
10 Agency in and around Play 133(16)
Gareth Schott
11 Film, Adaptation and Computer Games 149(13)
Diane Carr with Diarmid Campbell and Katie Ellwood
12 Games and Gender 162(17)
Diane Carr
13 Doing Game Analysis 179(12)
David Buckingham
Notes 191(4)
Games Cited 195(2)
References 197(11)
Index 208
David Buckingham is Professor of Education and head of the Centre for the Study of Children, Youth and Media (CSCYM) at the University of London. Andrew Burn is Reader in Education and New Media and Associate Director of the CSCYM at the University of London.



Diane Carr is Research Officer of the CSCYM at the University of London.



Gareth Schott is Senior Lecturer of Screen and Media Studies at the University of Waikato.