Understanding video games : the essential introduction /

Bibliographic Details
Main Authors: Egenfeldt-Nielsen, Simon (Author), Smith, Jonas Heide (Author), Tosca, Susana Pajares (Author)
Corporate Author: ProQuest (Firm)
Format: eBook
Language:English
Published: New York, NY ; Abingdon, Oxon : Routledge, 2020.
Edition:Fourth edition.
Subjects:
Online Access:Connect to the full text of this electronic book
Description
Item Description:Previous edition: 2016.
INTRODUCTION About the Reader/Structure of the Book/The Larger Questions1 STUDYING VIDEO GAMES Who Studies Video Games?/How do you Study Video Games?/Types of Analysis/Schools of Thought?2 THE GAME INDUSTRY The Size of the Game Industry/The Structure of the Game Industry/ The Development Process/Roles in Game Development3 WHAT IS A GAME? General Models for Understanding Games/The Issue of Genre4 HISTORY A Brief Pre-history of Video Games/Does History Matter?/A History of Video Games/The 1970s/The 1980s/The 1990s/The 2000s/ The 2010s and Beyond/Perspectives5 VIDEO GAME AESTHETICS Rules/Geography and Representation/Number of Players/Games without Boundaries6 VIDEO GAMES IN CULTURE The Cultural Position of Video Games/ The Players7 NARRATIVE Storytelling/Reception-The Player's Experience of a Story/A Brief History of Literary Theory and Video Games / Transmedia Games / Final Remarks8 SERIOUS GAMES AND GAMIFICATON-WHEN ENTERTAINMENT IS NOT ENOUGH Overview and thematic areas / Games-for-change/ Games-for-Health / News Games / Political Games/Advertainment /Two research Domains / Serious Games / Gamification Final remarks9 VIDEO GAMES AND RISKS Two Research Perspectives/The Active Media Perspective/The Active User Perspective/Other Questions/Final RemarksVideo Game Timeline
Electronic resource.
Physical Description:1 online resource.
Bibliography:Includes bibliographical references and index.
ISBN:9780429777042
0429777043
9780429777059
0429777051
9780429431791
0429431791