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Videogames (Routledge Introductions to Media and Communications)
 
 

Videogames (Routledge Introductions to Media and Communications) [Paperback]

James Newman (Author)
4.0 out of 5 stars  See all reviews (1 customer review)

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Book Description

041528192X 978-0415281928 March 14, 2004 1

Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.

Topics covered include:

  • What is a videogame? 
  • Why study videogames? 
  • a brief history of videogames, from Pac-Man to Pokémon
  • the videogame industry 
  • Who plays videogames?
  • Are videogames bad for you?
  • the narrative structure of videogames
  • the future of videogames

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Editorial Reviews

Review

'A wealth of well-written, scholarly but accessible perspectives on industry practice and commerical imperatives ... Newman can do this only because he is a serious games scholar.' - Media Educaiton Association

About the Author

James Newman is Lecturer in Media at Edge Hill University College.

Product Details

  • Paperback: 208 pages
  • Publisher: Routledge; 1 edition (March 14, 2004)
  • Language: English
  • ISBN-10: 041528192X
  • ISBN-13: 978-0415281928
  • Product Dimensions: 8.4 x 5.9 x 0.7 inches
  • Shipping Weight: 8 ounces (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #1,492,680 in Books (See Top 100 in Books)

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2 of 2 people found the following review helpful:
4.0 out of 5 stars Good introduction to the academic study of video games, but getting dated, February 2, 2008
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This review is from: Videogames (Routledge Introductions to Media and Communications) (Paperback)
This is a nice introduction to video games primarily from a critical/cultural perspective, though some attention is given to research in psychology. The book would be suitable for an advanced undergraduate seminar and perhaps a graduate course (with supplemental materials) or for someone who is interested in video games. Probably the biggest problem with the book is that it is getting old - the landscape in video gaming is changing so fast that it is impossible for a book to keep up to date. There are several new journals out that are must reads for the serious scholar of video gaming, but I think it is difficult to the lay audience to keep up on what is going on in video games because things are changing so fast. Probably the best feature of this volume is that it does provide a nice fairly concise introduction to the history of video games.
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Inside This Book (learn more)
First Sentence:
1962 was an auspicious year. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
own ludus rules, videogame space, videogame play, study videogames, videogame characters, videogame designers, videogames industry, many videogames, hardcore garners, computer game play, fan art, spatial stories, gaming experiences, movie sequences, save point, game development, game spaces
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Super Mario, Metal Gear Solid, Gran Turismo, Space Invaders, Sonic the Hedgehog, Final Fantasy, Tomb Raider, Virtua Fighter, Star Trek, House of the Dead, Yoshi's Island, Henry Jenkins, Street Fighter, Bishi Bashi Special, Lara Croft, Star Wars, Blade Runner, Hideo Kojima, News Online, Princess Toadstool, James Bond, Jesper Juul, Metroid Fusion, Ocarina of Time, Shigeru Miyamoto
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