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Video games : a popular culture phenomenon / Arthur Asa Berger.

By: Material type: TextTextPublisher: New Brunswick, N.J. : Transaction, [2002]Copyright date: ©2002Description: ix, 119 pages : illustrations ; 23 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0765801027
  • 9780765801029
  • 0765809133
  • 9780765809131
Subject(s): DDC classification:
  • 306.487
LOC classification:
  • GV1469.34.S63 B47 2002
Contents:
Pt. 1. Theoretical Concerns. 1. Video Games: A Popular Culture Phenomenon. 2. Narratives in the Electronic Age. 3. Video Games as Cultural Indicators. 4. A Bio-Psycho-Social Perspective on Video Games -- Pt. 2. Analyzing Representative Games. 5. Myst, Riven, and the Adventure Video Game. 6. Lara Croft and the Problem of Gender in Video Games. 7. Half-Life and the Problem of Monsters. 8. Conclusions.
Review: "From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon."--BOOK JACKET.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 306.487 BER (Browse shelf(Opens below)) 1 Available A419514B

Includes bibliographical references (pages 113-114) and index.

Pt. 1. Theoretical Concerns. 1. Video Games: A Popular Culture Phenomenon. 2. Narratives in the Electronic Age. 3. Video Games as Cultural Indicators. 4. A Bio-Psycho-Social Perspective on Video Games -- Pt. 2. Analyzing Representative Games. 5. Myst, Riven, and the Adventure Video Game. 6. Lara Croft and the Problem of Gender in Video Games. 7. Half-Life and the Problem of Monsters. 8. Conclusions.

"From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon."--BOOK JACKET.

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