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Game Cultures: Computer Games As New Media (Issues in Cultural and Media Studies) Paperback

ISBN-13: 978-0335213573 ISBN-10: 033521357X

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Product Details

  • Series: Issues in Cultural and Media Studies
  • Paperback: 184 pages
  • Publisher: Open University Press (May 1, 2006)
  • Language: English
  • ISBN-10: 033521357X
  • ISBN-13: 978-0335213573
  • Product Dimensions: 9.2 x 7 x 0.4 inches
  • Shipping Weight: 12 ounces (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #2,857,152 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

Helen W. Kennedy is Senior Lecturer and MA Award Leader in the School of Cultural Studies, University of the West of England, Bristol. Helen has spoken at a number of both academic and industry conferences on the role of women in computer games and computer games culture. She was invited speaker at the GDC Europe Academic Summit August 2003 and the Women In Games conference June 2004. Jonathan Dovey is Reader in Screen Media University of Bristol. Jonathan is also a Video Producer and digital artist, who has published on the subjects of new media and documentary studies.

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1 of 1 people found the following review helpful By Barrett Gordon on March 14, 2007
Format: Paperback
I have just finished reading Jon Dovey and Helen W. Kennedy, Game Cultures: Computer Games as New Media. I really enjoyed Game Cultures, and it was especially interesting because the first half of it was read in parallel with Marie Laure Ryan's Narrative as Virtual Reality from 2001. Dovey and Kennedy share Ryan's focus on embodiment in game texts but they take it further as a subject in itself, rather than as a part of Ryan's structural approach to Narrative. The triumph of Game Cultures is the critical term `technicity' as adapted from Tomas (2000). Technicity permits analysis of dialogue between players and games and between the various discourses taken up within games; as text (and according to Dovey and Kennedy there is room for games as text and they take a hybrid approach to game analysis), as play and as cultural system/s. I see the hybrid approach of Game Cultures as a positive development in game research, it embraces rather than demarcates territory that is uncertain and dynamic and this is very appropriate considering the fluid nature of games.

Some faults I can see with Game Cultures? I don't mean to whinge...but I will. The biggest thing that got to me was, why aren't there any notes to the text? Second, the most detailed analysis of a text using the tools described in Game Cultures comes in the form of a sociology style study of a game development company. It is interesting to get this perspective, especially with a gender critique approach, but I would have liked to have seen more reception and interpretation or community response studies in the text. Maybe such work will develop out of the masses who should (and probably are already) reading Game Cultures: Computer Games as New Media
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0 of 1 people found the following review helpful By IUS Jan on November 15, 2009
Format: Paperback Verified Purchase
The book is written by an English person so it is a little weird to read. My professor did tell me that this book is not longer to be published so he will be replacing it for his next class.
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