Understanding games and game cultures

書誌事項

Understanding games and game cultures

Ingrid Richardson, Larissa Hjorth, Hugh Davies

SAGE, 2021

  • : pbk

大学図書館所蔵 件 / 3

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注記

Includes bibliographical references and index

内容説明・目次

内容説明

Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and 'gamified' digital society.

目次

Chapter 1: Introduction: Understanding Games and Game Cultures Part I: Games in Context Chapter 2: Methods in Games Studies Chapter 3: Game Industries and Interfaces Part II: Communities of Practice Chapter 4: Game Communities and Productive Fandom Chapter 5: Esports and Fantasy Sports Chapter 6: Livestreaming and Let's Play Part III: Artful Interventions Chapter 7: Between Art Games and Game Art Chapter 8: Serious Games and Games for Change Chapter 9: Pervasive Games and Urban Play Part IV: Mobilities Chapter 10: The Rise and Rise of Mobile Games Chapter 11: Augmented Reality Games and Playful Locative Media Chapter 12: Conclusion: Themes and Futures

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