The video game theory reader 2 / Video game theory reader two edited by Bernard Perron and Mark J.P. Wolf. - xxii, 430 pages : illustrations ; 24 cm

Includes bibliographical references (pages 389-400) and index.

Foreword / Introduction / Gaming Literacy: Game Design as a Model for Literacy in the 21st Century / Philosophical Game Design / The Video Game Aesthetic: Play as Form / Embodiment and Interface / Understanding Video Games as Emotional Experiences / In the Frame of the Magic Cycle: The Circle(s) of Gameplay / Understanding Digital Playability / Z-axis Development in the Video Game / Retro Reflexivity: La-Mulana, an 8-Bit Period Piece / This is Intelligent Television: Early Video Games & Television in the Emergence of the Personal Computer / Too Many Cooks: Media Convergence and Self-Defeating Adaptations / Fear of Failing? The Many Meanings of Difficulty in Video Games / Between Theory and Practice: The GAMBIT Experience / Synthetic Worlds as Experimental Instruments / Lag, Language, & Lingo: Theorizing Noise in Online Game Spaces / Getting into the Game: Doing Multi-Disciplinary Game Studies / Tim Skelly -- Bernard Perron and Mark J. P. Wolf -- Eric Zimmerman -- Lars Konzack -- David Myers -- Andreas Gregersen and Torben Grodal -- Aki Jarvinen -- Dominic Arsenault and Bernard Perron -- Sebastien Genvo -- Mark J. P. Wolf -- Brett Camper -- Sheila C. Murphy -- Trevor Elkington -- Jesper Juul -- Clara Fernandez-Vara, Neal Grigsby, Eitan Glinert, Philip Tan, and Henry Jenkins -- Edward Castronova, Mark W. Bell, Robert Cornell, James J. Cummings, Matthew Falk, Travis Ross, Sarah B. Robbins and Alida Field -- Mia Consalvo -- Frans Mayra. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16.

041596282X 9780415962827 0415962838 9780415962834

2008030943


Video games.

GV1469.3 / .V574 2009

794.8