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Computer Games: Text, Narrative and Play
 
 
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Computer Games: Text, Narrative and Play [Paperback]

Diane Carr (Author), David Buckingham (Author), Andrew Burn (Author), Gareth Schott (Author)

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Book Description

April 10, 2006 074563401X 978-0745634012 1
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.


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Editorial Reviews

Review

"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

From the Back Cover

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.


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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
ludic motivations, digital dummy, heavy hero, implied player, perceptual immersion, social semiotic theory, representational factors, proxy agency, action adventure games, psychological immersion, female avatars, dialogue options, gaming culture, ludic dimensions, game genres, representational dimension, collaborative play, isometric perspective, game text, game engine
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Baldur's Gate, Final Fantasy, Silent Hill, The Thing, Anarchy Online, Planescape Torment, Soul Reaver, Abe's Oddysee, The Nameless One, Playing Roles, Role Playing Games, Online Fandom, Reworking the Text, Oddworld Inhabitants, Defining Game Genres, Studying Computer Games, Doing Game Analysis, Game Master, Bad Joan, Cloud Strife, The Sims, Tomb Raider, Espen Aarseth, Oddworld Forums, Black Isle Studios
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Front Cover | Table of Contents | First Pages | Index | Surprise Me!
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