The video game theory reader 2 / edited by Bernard Perron and Mark J.P. Wolf.
Material type: TextPublisher: New York : Routledge, 2009Description: xxii, 430 pages : illustrations ; 24 cmContent type:- text
- unmediated
- volume
- 041596282X
- 9780415962827
- 0415962838
- 9780415962834
- Video game theory reader two
- 794.8 22
- GV1469.3 .V574 2009
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.8 VID (Browse shelf(Opens below)) | 1 | Available | A504518B |
Browsing City Campus shelves, Shelving location: City Campus Main Collection Close shelf browser (Hides shelf browser)
794.8 TAY Play between worlds : exploring online game culture / | 794.8 THI Third person : authoring and exploring vast narratives / | 794.8 VID Videogame, player, text / | 794.8 VID The video game theory reader 2 / | 794.8 VID Videogames for humans : Twine authors in conversation / | 794.8 WIL Chrono Trigger / | 794.8 WRI Writing for video game genres : from FPS to RPG / |
Includes bibliographical references (pages 389-400) and index.
Foreword / Tim Skelly -- Introduction / Bernard Perron and Mark J. P. Wolf -- 1. Gaming Literacy: Game Design as a Model for Literacy in the 21st Century / Eric Zimmerman -- 2. Philosophical Game Design / Lars Konzack -- 3. The Video Game Aesthetic: Play as Form / David Myers -- 4. Embodiment and Interface / Andreas Gregersen and Torben Grodal -- 5. Understanding Video Games as Emotional Experiences / Aki Jarvinen -- 6. In the Frame of the Magic Cycle: The Circle(s) of Gameplay / Dominic Arsenault and Bernard Perron -- 7. Understanding Digital Playability / Sebastien Genvo -- 8. Z-axis Development in the Video Game / Mark J. P. Wolf -- 9. Retro Reflexivity: La-Mulana, an 8-Bit Period Piece / Brett Camper -- 10. This is Intelligent Television: Early Video Games & Television in the Emergence of the Personal Computer / Sheila C. Murphy -- 11. Too Many Cooks: Media Convergence and Self-Defeating Adaptations / Trevor Elkington -- 12. Fear of Failing? The Many Meanings of Difficulty in Video Games / Jesper Juul -- 13. Between Theory and Practice: The GAMBIT Experience / Clara Fernandez-Vara, Neal Grigsby, Eitan Glinert, Philip Tan, and Henry Jenkins -- 14. Synthetic Worlds as Experimental Instruments / Edward Castronova, Mark W. Bell, Robert Cornell, James J. Cummings, Matthew Falk, Travis Ross, Sarah B. Robbins and Alida Field -- 15. Lag, Language, & Lingo: Theorizing Noise in Online Game Spaces / Mia Consalvo -- 16. Getting into the Game: Doing Multi-Disciplinary Game Studies / Frans Mayra.
Machine converted from AACR2 source record.
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