TY - BOOK AU - Perron,Bernard AU - Wolf,Mark J.P. TI - The video game theory reader 2 SN - 041596282X AV - GV1469.3 .V574 2009 U1 - 794.8 22 PY - 2009/// CY - New York PB - Routledge KW - Video games N1 - 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 ER -