Catalog Search Results
Author
Publication Date
c2008
Physical Desc
viii, 305 p. : ill. ; 24 cm.
Description
Here, Nitsche introduces five analytical layers - rule-based space, mediated space, fictional space, play space, and social space - and uses them in the analyses of games that range from early classics to recent titles.
Publication Date
[2019]
Physical Desc
1 online resource (229 pages)
Description
This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students...
Author
Publication Date
[2021]
Physical Desc
1 online resource (viii, 241 pages) : illustrations
Description
"A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory...
Author
Publication Date
2024.
Description
"For video game fans, the name Blizzard Entertainment was once synonymous with perfection. The renowned company behind classics like Diablo and World of Warcraft was known to celebrate the joy of gaming over all else. What was once two UCLA students' simple mission - to make games they wanted to play - launched an empire with thousands of employees, millions of fans, and billions of dollars. But when Blizzard cancelled a buzzy project in 2013, it...
Author
Publication Date
2008
Physical Desc
1 online resource (x, 198 pages) : illustrations
Description
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today's culture. It begins by assuming that video games are meaningful-not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game...
Publication Date
2016.
Physical Desc
1 online resource
Description
"This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each."--
Author
Series
Publication Date
c2012
Description
The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging,...
Publication Date
2025.
Physical Desc
1 online resource (288 pages) : illustrations (black and white).
Description
Videogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective.Bringing together a group of distinguished scholars from various geographic and disciplinary backgrounds, the book combines in-depth theoretical reflection with a diverse selection of case studies in order to explore how metareference manifests itself in and around a broad range of videogames (from...
Author
Publication Date
©2009
Physical Desc
1 online resource (x, 395 pages) : color illustrations
Description
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other...
Publication Date
[2021]
Physical Desc
1 online resource (362 pages)
Description
What do stories in games have in common with political narratives?This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have "many faces", displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys...
Publication Date
2020.
Physical Desc
1 online resource (1 volume)
Description
A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship...
Author
Publication Date
2024.
Physical Desc
1 online resource (x, 145 pages) : illustrations
Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game's unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing...





