The Routledge companion to video game studies

Bibliographic Information

The Routledge companion to video game studies

edited by Mark J.P. Wolf, Bernard Perron.

Routledge, 2023

2nd ed

  • : hbk

Other Title

Companion to video game studies

Available at  / 1 libraries

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Note

Includes bibliographical references and index

Contents of Works

  • Technological aspects
  • Artifact / Olli Sotamaa
  • Artificial intelligence / Robin Johnson
  • Controllers / Sheila C. Murphy & Lefloïc-Lebel
  • Emulation / Simon Dor
  • Interface / Vincent Mauger
  • Platforms / Bobby Schweizer
  • Preservation / Judd Ruggill & Ken McAllister
  • Resolution / Mark J. P. Wolf
  • Industrial aspects
  • Digital distribution / Ashley P. Jones
  • Free-to-Play / Jean Paul Simon
  • Economy / Aphra Kerr
  • Game Labor / Bjarke Liboriussen
  • Globalization / Minako O'Hagan
  • Indie games / Paolo Ruffino
  • Triple-A games / Brendan Keogh
  • Formal aspects
  • Art and aesthetics / Grant Tavinor
  • Augmented, mixed, and virtual reality / Lei Chen
  • Color / Simon Nidenthal
  • Conventions / Bernard Perron
  • Design / Richard Rouse III
  • Dimensionality / John Sharp
  • Levels / Martin Picard
  • Perspective / John Sharp
  • Sound / Mark Grimshaw-Aagaard
  • Worlds / Mark J. P. Wolf
  • Playfulness aspects
  • Casualness / Julia G. Raz
  • Challenge / Robert Furze
  • Cheating / Mia Consalvo
  • Competition / Co-operation / Emma Witkowski
  • Conflict / Marko Siitonen
  • Interactivity / Lori Landay
  • Ludology / Espen Aarseth
  • Objectives / Louis-Martin Guay
  • Players / gamers / Frédérique Clément
  • Repetition / Christopher Hanson
  • Single-player / Multiplayer / Daniel Joseph & Lee Knuttila
  • Generic aspects
  • Action / Dominic Arsenault
  • Adventure / Clara Fernandez-Vara
  • eSports / Zhouxiang Lu
  • Role-playing / Andrew Burn
  • Shooting / Gerald Voorhees
  • Simulation / Seth Giddings
  • Sports games / Andrew Baerg
  • Strategy / Simon Dor
  • Cultural aspects
  • Convergence / Robert Alan Brookey & Charles Ecenbarger
  • Culture / Frans Mäyrä
  • Cut-scenes / Rune Kelvjer
  • Death / Karin Wenz
  • Education / Rick Ferdig & Enrico Gandolfi
  • Media ecology / Kevin Schut
  • Player practices / Ashley ML Guajardo
  • Research / David Myers
  • Retrogaming / Michael Thomasson
  • Violence / Peter Krapp
  • Sociological aspects
  • Characters / Jessica Aldred
  • Community / Carly Kocurek
  • Disability sky / LaRell Anderson
  • Diversity / Sarah Stang
  • Identity / Rosa Mikeal Martey
  • Femininity / Stephanie C. Jennings
  • Masculinity / Michael Z. Newman & John Vanderhoef
  • Performance / Michael Nitsche
  • Race / Anna Everett
  • Sociology / Andras Lukacs
  • Philosophical aspects
  • Cognition / Andreas Gregerson & Dooley Murphy
  • Emergence / Joris Dormans
  • Fiction / Grant Tavinor
  • Ideology / Mark Hayse
  • Immersion / Carl Therrien
  • Meaning / Christopher Paul
  • Ethics / Mark Hayse
  • Narratology / Dominic Arsenault
  • Ontology / Espen Aarseth
  • Transcendence / Mark Hayse

Description and Table of Contents

Description

- Edited by Mark Wolf and Bernard Perron, established scholars in video game studies and authors of the successful Video Game Theory Reader and Video Game Theory Reader 2. - A comprehensive, interdisciplinary examination of the growing field of video game studies. - Features a roster of international, well-known contributors.

Table of Contents

TECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloic-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O'Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frederique Clement) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mayra) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Emergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)

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