The video game theory reader
著者
書誌事項
The video game theory reader
Routledge, 2003-
- [1] : pbk
- 2 : pbk
- [1] : hardback
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注記
Includes bibliographical references and index
Editor's name in reverse order in v. 2
内容説明・目次
- 巻冊次
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2 : pbk ISBN 9780415962834
内容説明
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
目次
Acknowledgments
Foreword Tim Skelly
Introduction Bernard Perron and Mark J. P. Wolf
The Essays:
1. Gaming Literacy: Game Design as a Model for Literacy in the 21st Century Eric Zimmerman
2. Philosophical Game Design Lars Konzack
3. The Video Game Aesthetic: Play as Form David Myers
4. Embodiment and Interface Andreas Gregersen and Torben Grodal
5. Understanding Video Games as Emotional Experiences Aki Jarvinen
6. In the Frame of the Magic Cycle: The Circle(s) of Gameplay Dominic Arsenault and Bernard Perron
7. Understanding Digital Playability Sebastien Genvo
8. Z-axis Development in the Video Game Mark J. P. Wolf
9. Retro Reflexivity: La-Mulana, an 8-Bit Period Piece Brett Camper
10. "This is Intelligent Television": Early Video Games & Television in the Emergence of the Personal Computer Sheila C. Murphy
11. Too Many Cooks: Media Convergence and Self-Defeating Adaptations Trevor Elkington
12. Fear of Failing? The Many Meanings of Difficulty in Video Games Jesper Juul
13. Between Theory and Practice: The GAMBIT Experience Clara Fernandez-Vara, Neal Grigsby, Eitan Glinert, Philip Tan, and Henry Jenkins
14. Synthetic Worlds as Experimental Instruments Edward Castronova, Mark W. Bell, Robert Cornell, James J. Cummings, Matthew Falk, Travis Ross, Sarah B. Robbins and Alida Field
15. Lag, Language, & Lingo: Theorizing Noise in Online Game Spaces Mia Consalvo
16. Getting into the Game: Doing Multi-Disciplinary Game Studies Frans Mayra
Appendix: Video Games Through Theories and Disciplines
Works Cited
About the Contributors
- 巻冊次
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[1] : hardback ISBN 9780415965781
内容説明
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film.
The Video Game TheoryReader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.
The Video Game TheoryReader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
目次
- Introduction, Mark J. P. Wolf, Bernard Perron
- Chapter 1 Theory by Design, Walter Holland, Henry Jenkins, Kurt Squire
- Chapter 2 Abstraction in the Video Game, Mark J. P. Wolf
- Chapter 3 Immersion, Engagement, and Presence, Alison McMahan
- Chapter 4 Hyperidentities, Miroslaw Filiciak
- Chapter 5 Playing at Being, Bob Rehak
- Chapter 6 Stories for Eye, Ear, and Muscles, Torben Grodal
- Chapter 7 As We Become Machines, Martti Lahti
- Chapter 8 Hot Dates and Fairy-Tale Romances, Mia Consalvo
- Chapter 9 Video Games and Configurative Performances, Markku Eskelinen, Ragnhild Tronstad
- Chapter 10 Simulation versus Narrative, Gonzalo Frasca
- Chapter 11 From Gamers to Players and Gameplayers, Bernard Perron
- Chapter 12 Interactive Storytelling, Chris Crawford
- Chapter 13 Gametime, Patrick Crogan
- 巻冊次
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[1] : pbk ISBN 9780415965798
内容説明
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film.
The Video Game TheoryReader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.
The Video Game TheoryReader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
目次
- Introduction, Mark J. P. Wolf, Bernard Perron
- Chapter 1 Theory by Design, Walter Holland, Henry Jenkins, Kurt Squire
- Chapter 2 Abstraction in the Video Game, Mark J. P. Wolf
- Chapter 3 Immersion, Engagement, and Presence, Alison McMahan
- Chapter 4 Hyperidentities, Miroslaw Filiciak
- Chapter 5 Playing at Being, Bob Rehak
- Chapter 6 Stories for Eye, Ear, and Muscles, Torben Grodal
- Chapter 7 As We Become Machines, Martti Lahti
- Chapter 8 Hot Dates and Fairy-Tale Romances, Mia Consalvo
- Chapter 9 Video Games and Configurative Performances, Markku Eskelinen, Ragnhild Tronstad
- Chapter 10 Simulation versus Narrative, Gonzalo Frasca
- Chapter 11 From Gamers to Players and Gameplayers, Bernard Perron
- Chapter 12 Interactive Storytelling, Chris Crawford
- Chapter 13 Gametime, Patrick Crogan
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