Understanding video games : the essential introduction /
| Main Authors: | , , |
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| Corporate Author: | |
| Format: | eBook |
| Language: | English |
| Published: |
New York, NY ; Abingdon, Oxon :
Routledge,
2020.
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| Edition: | Fourth edition. |
| Subjects: | |
| Online Access: | Connect to the full text of this electronic book |
| 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. |
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| Physical Description: | 1 online resource. |
| Bibliography: | Includes bibliographical references and index. |
| ISBN: | 9780429777042 0429777043 9780429777059 0429777051 9780429431791 0429431791 |