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Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics [Mīkstie vāki]

3.75/5 (16 ratings by Goodreads)
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  • Formāts: Paperback / softback, 203 pages, height x width x depth: 229x152x10 mm, weight: 277 g, 15 photos, notes, bibliographies, index
  • Izdošanas datums: 01-May-2008
  • Izdevniecība: McFarland & Co Inc
  • ISBN-10: 078643595X
  • ISBN-13: 9780786435951
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  • Cena: 31,30 €
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  • Formāts: Paperback / softback, 203 pages, height x width x depth: 229x152x10 mm, weight: 277 g, 15 photos, notes, bibliographies, index
  • Izdošanas datums: 01-May-2008
  • Izdevniecība: McFarland & Co Inc
  • ISBN-10: 078643595X
  • ISBN-13: 9780786435951
Citas grāmatas par šo tēmu:
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies.

In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of "cheats" and "easter eggs" in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players' aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.

Recenzijas

excellent...highly recommendedChoice; these essays will give readers a better appreciation of the culture of gaming and why it has become an important aspect of library serviceSchool Library Journal; a useful overview and introduction to current research into gameplay across cultural and theoretical scholarshipThe Journal of Popular Culture; an excellent book which tackles some very interesting subjects with much skill and perception...an intelligent collection of essays which provide stimulating reading...the volume does provide some exciting insight into research and analytical methods that can be applied to games studiesResource Center for Cyberculture Studies; an interesting and perhaps important book for the continued development of computer games studies as its own field of studyLeonardo On-line.

Introduction 1(13)
Melanie Swalwell
Jason Wilson
Little Jesuses and *@#?-off Robots: On Cybernetics, Aesthetics, and Not Being Very Good at Lego Star Wars
13(20)
Seth Giddings
Helen W. Kennedy
Gaming/Gambling: Addiction and the Videogame Experience
33(19)
Joyce Goggin
Forbidden Pleasures: Cheating in computer Games
52(20)
Julian Kucklich
Movement and Kinaesthetic Responsiveness: a Neglected Pleasure
72(22)
Melanie Swalwell
``Participation TV'': Videogame Archaeology and New Media Art
94(24)
Jason Wilson
The Navigator's Experience: An Examination of the Spatial in Computer Games
118(29)
Bernadette Flynn
Wargaming and Computer Games: Fun with the Future
147(20)
Patrick Crogan
Gameplay as Thirdspace
167(24)
Brett Nicholls
Simon Ryan
About the Contributors 191(4)
Index 195
Melanie Swalwell conducts research on the intersections between aesthetics, new media arts and digital games. She is in the Screen & Media Department at Flinders University in Adelaide, Australia. Jason Wilson has a range of international publications in videogame studies, on topics including early videogames and independent game design. He is a research associate at Queensland University of Technology.