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005 | 20211106083258.0 | ||
008 | 011123s2002 njua b 001 0 eng d | ||
010 | _a 2001058538 | ||
011 | _aBIB MATCHES WORLDCAT | ||
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_a0765809133 _qpaper (alk. paper) |
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_a9780765809131 _qpaper (alk. paper) |
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035 | _a(ATU)b10774397 | ||
035 | _a(DLC) 2001058538 | ||
035 | _a(OCoLC)48557620 | ||
040 |
_aDLC _beng _erda _dATU |
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042 | _apcc | ||
050 | 0 | 0 |
_aGV1469.34.S63 _bB47 2002 |
082 | 0 | 0 | _a306.487 |
100 | 1 |
_aBerger, Arthur Asa, _d1933- _eauthor. _9287907 |
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245 | 1 | 0 |
_aVideo games : _ba popular culture phenomenon / _cArthur Asa Berger. |
264 | 1 |
_aNew Brunswick, N.J. : _bTransaction, _c[2002] |
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264 | 4 | _c©2002 | |
300 |
_aix, 119 pages : _billustrations ; _c23 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references (pages 113-114) and index. | ||
505 | 0 | 0 |
_gPt. 1. _tTheoretical Concerns. _g1. _tVideo Games: A Popular Culture Phenomenon. _g2. _tNarratives in the Electronic Age. _g3. _tVideo Games as Cultural Indicators. _g4. _tA Bio-Psycho-Social Perspective on Video Games -- _gPt. 2. _tAnalyzing Representative Games. _g5. _tMyst, Riven, and the Adventure Video Game. _g6. _tLara Croft and the Problem of Gender in Video Games. _g7. _tHalf-Life and the Problem of Monsters. _g8. _tConclusions. |
520 | 1 | _a"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. | |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aVideo games _xSocial aspects _9631798 |
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650 | 0 |
_aVideo games _xPsychological aspects _9784518 |
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