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The Video Game Theory Reader 2
 
 

The Video Game Theory Reader 2 [Paperback]

Bernard Perron (Editor), Mark J. P. Wolf (Editor)
5.0 out of 5 stars  See all reviews (1 customer review)

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Book Description

0415962838 978-0415962834 November 14, 2008 1

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.


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Editorial Reviews

About the Author

Mark J. P. Wolf is an Associate Professor in the Communication Department at Concordia University Wisconsin. His books include Abstracting Reality: Art, Communication, and Cognition in the Digital Age (2000), The Medium of the Video Game (2001), Virtual Morality: Morals, Ethics, and New Media (2003), The Video Game Theory Reader (2003), The World of the D’ni: Myst and Riven (2006), The Video Game Explosion: A History from PONG to PlayStation and Beyond (2007), and J. R. R. Tolkien: Of Words and Worlds (forthcoming, 2009).

Bernard Perron is an Associate Professor of Cinema at the University of Montreal. He has co-edited The Video Game Theory Reader (2003), written Silent Hill: il motore del terrore (2006), an analysis of the Silent Hill videogame series, and is editing Gaming After Dark: Essays on Horror Video Games (forthcoming, 2009).


Product Details

  • Paperback: 456 pages
  • Publisher: Routledge; 1 edition (November 14, 2008)
  • Language: English
  • ISBN-10: 0415962838
  • ISBN-13: 978-0415962834
  • Product Dimensions: 8.9 x 6 x 0.9 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #712,063 in Books (See Top 100 in Books)

 

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5.0 out of 5 stars Review, July 28, 2010
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I am currently busy with my MA degree in Drama and Film and this book is critical to my studies. It didn't take long to get here and now I'm able to further elaborate on certain points I've made in my thesis. Thanks for the great service!!
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
guitar hero, enter the matrix, virtual console, audio games, convergence culture, ergodic literature, playable structure, gaming literacy, heuristic spiral, video game aesthetic, ludic attitude, energy punishment, video game studies, magic cycle, video game theory, home gaming systems, transmedia storytelling, game reviewers, audiovisual feedback, locomotor play, eliciting conditions, video game play, attraction emotions, synthetic worlds, gameplay experiences
Key Phrases - Capitalized Phrases (CAPs): (learn more)
New York, Jesper Juul, Edward Castronova, Butcher Bay, Henry Jenkins, Retro Reflexivity, Emotional Experiences, Mia Consalvo, Cambridge University Press, Trevor Elkington, The Video Game Theory Reader, Aki Järvinen, World of Warcraft, Clara Fernández-Vara, The Video Game Aesthetic, The Chronicles of Riddick, Z-axis Development, Oxford University Press, Brett Camper, Espen Aarseth, Understanding Digital Playability, Final Fantasy, The Sims, David Myers, America's Army
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