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Digital Gameplay: Essays on the Nexus of Game and Gamer
 
 
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Digital Gameplay: Essays on the Nexus of Game and Gamer [Paperback]

Nate Garrelts (Editor)
5.0 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

August 11, 2005 0786422920 978-0786422920
In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars’ perceptions of digital media and efforts to frame them.

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About the Author

Nate Garrelts is an assistant professor of English at Saginaw Valley State University in University Center, Michigan.

Product Details

  • Paperback: 268 pages
  • Publisher: McFarland & Company (August 11, 2005)
  • Language: English
  • ISBN-10: 0786422920
  • ISBN-13: 978-0786422920
  • Product Dimensions: 9.1 x 6.1 x 0.6 inches
  • Shipping Weight: 12.8 ounces (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #2,719,905 in Books (See Top 100 in Books)

 

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1 of 1 people found the following review helpful:
5.0 out of 5 stars Fifteen essays discuss how players interact with games, January 3, 2006
This review is from: Digital Gameplay: Essays on the Nexus of Game and Gamer (Paperback)
Digital Gameplay isn't another game programmer's handbook, but a collection of scholarly, college- level essays on the topic of digital games with a survey of the role of the game. Fifteen essays discuss how players interact with games - essential information for programmers to know - and survey both physical and mental aspects of playing. While video games are also included, any game programmer will find discussions of how games are perceived and used by players to be important considerations in organizing and developing routines.
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2 of 3 people found the following review helpful:
5.0 out of 5 stars Nexus of Brilliance, March 17, 2006
This review is from: Digital Gameplay: Essays on the Nexus of Game and Gamer (Paperback)
Garrelts has assembled a first rate collection of cutting edge, razor sharp video game scholarship and theory. Players and teachers interested in the ins and outs, ups and downs, overs and unders and arounds and throughs of game play will find this easy to pick up and impossible to put down. Taylor, Jensen and Castell work with the provocative "outside the box" metaphor to make some interesting observations on Diablo II (so good, in fact, that I'll forgive the title's obvious allusion to Cher's "Gypsies, Tramps, and Thieves.") Boulter's Cyborgs are People Too makes excellent use of Donna Harway's The Cyborg Constituion to evaluate the popular game "The Simulations." The crown jewel in a well-guilded crown is the essay by Marc C. Santos and Sarah E. White. The essay is titled Playing With Ourselves, and it is highly enjoyable for its rhythmic, copious prose exploring Lacanian aspects of Resident Evil and Silent Hill. This hefty load of scholarship builds to a more than satisfying conclusion that exhausts and exhilerates the reader.
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Inside This Book (learn more)
First Sentence:
Digital game studies hasn't been on the academic curriculum for long, but it has already proved to be a complex and provocative interdisciplinary field, the catalyst for some exciting new developments in critical thought. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
extreme sports games, digital games, mod tools, amateur developers, lucrative items, multiplayer online games, invisible war, player agency, positioning theory, game studies, white masculinity, gaming community, enacted narrative, online play, gaming experience, drama studio, male backlash, semiotic mediation, game design, white manhood
Key Phrases - Capitalized Phrases (CAPs): (learn more)
New York, Neverwinter Nights, Grand Theft Auto, Silent Hill, The Sims, Resident Evil, Vice City, Tony Hawk, Baldur's Gate, Diablo Irs, Cambridge University Press, Henry Jenkins, Tommy Versetti, Vampire Gaze, Aristotle's Assassins, Harvard University Press, James Newman, Neverwinter Vault, Augusto Boal, Boal's Forum, Brenda Laurel, Duke University Press, Electronic Arts, Harper's Tale, Homo Ludens
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