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The video game theory reader / edited by Mark J.P. Wolf, Bernard Perron.

Contributor(s): Wolf, Mark J. P | Perron, BernardPublisher: London : Routledge, 2003Description: 304 p. ill. 24cm001: 8480ISBN: 0415965799Subject(s): Computer and video gamesDDC classification: 794.8 WOL
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.8 WOL (Browse shelf(Opens below)) 1 Available 079814

Enhanced descriptions from Syndetics:

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film.

The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

Includes bibliographical references and index.

Table of contents provided by Syndetics

  • Foreword (p. vii)
  • Acknowledgments (p. xxi)
  • Introduction (p. 1)
  • 1. Theory by Design (p. 25)
  • 2. Abstraction in the Video Game (p. 47)
  • 3. Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games (p. 67)
  • 4. Hyperidentities: Postmodern Identity Patterns in Massively Multiplayer Online Role-Playing Games (p. 87)
  • 5. Playing at Being: Psychoanalysis and the Avatar (p. 103)
  • 6. Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences (p. 129)
  • 7. As We Become Machines: Corporealized Pleasures in Video Games (p. 157)
  • 8. Hot Dates and Fairy-Tale Romances: Studying Sexuality in Video Games (p. 171)
  • 9. Video Games and Configurative Performances (p. 195)
  • 10. Simulation versus Narrative: Introduction to Ludology (p. 221)
  • 11. From Gamers to Players and Gameplayers: The Example of Interactive Movies (p. 237)
  • 12. Interactive Storytelling (p. 259)
  • 13. Gametime: History, Narrative, and Temporality in Combat Flight Simulator 2 (p. 275)
  • Appendix Home Video Game Systems: The First Thirty Years (1972-2001) (p. 303)
  • Bibliography (p. 315)
  • About the Contributors (p. 327)
  • Index (p. 333)

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