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Video Games and Gaming Culture [Multiple-component retail product]

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  • Formāts: Multiple-component retail product, 1652 pages, height x width: 234x156 mm, weight: 2948 g, 41 Tables, black and white; 172 Illustrations, black and white, Contains 4 hardbacks
  • Sērija : Critical Concepts in Media and Cultural Studies
  • Izdošanas datums: 08-Apr-2016
  • Izdevniecība: Routledge
  • ISBN-10: 1138811254
  • ISBN-13: 9781138811256
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  • Formāts: Multiple-component retail product, 1652 pages, height x width: 234x156 mm, weight: 2948 g, 41 Tables, black and white; 172 Illustrations, black and white, Contains 4 hardbacks
  • Sērija : Critical Concepts in Media and Cultural Studies
  • Izdošanas datums: 08-Apr-2016
  • Izdevniecība: Routledge
  • ISBN-10: 1138811254
  • ISBN-13: 9781138811256
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Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study.

As research continues to flourish as never before, this major new reference resource from Routledge’s Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship.

Edited by the field’s leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality.

Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor.

VOLUME I FOUNDATIONS
Acknowledgements xix
Chronological table of reprinted articles and chapters xxiii
General introduction 1(3)
Mark J. P. Wolf
Introduction to Volume I 4
Mark J. P. Wolf
PART 1 Defining video game studies
9(124)
1 Defining games
11(18)
Katie Salen
Eric Zimmerman
2 Defining game mechanics
29(17)
Miguel Sicart
3 The gaming situation
46(13)
Markku Eskelinen
4 Simulation versus narrative: introduction to ludology
59(14)
Gonzalo Frasca
5 Games telling stories? A brief note on games and narratives
73(13)
Jesper Juul
6 Introduction: videogames and storytelling
86(19)
Souvik Mukherjee
7 Games, the new lively art
105(23)
Henry Jenkins
8 Manifesto for a Ludic century
128(5)
Eric Zimmerman
PART 2 Game studies classics
133(154)
9 Nature and significance of play as a cultural phenomenon
135(20)
Johan Huizinga
10 The play-element in contemporary civilization
155(14)
Johan Huizinga
11 `The definition of play' and `The classification of games'
169(27)
Roger Caillois
12 Deep play: notes on the Balinese cockfight
196(17)
Clifford Geertz
13 Play and ambiguity
213(14)
Brian Sutton-Smith
14 The lessons of Lucasfilm's Habitat
227(22)
F. Randall Farmer
Chip Morningstar
15 Hearts, clubs, diamonds, spades: players who suit MUDs
249(29)
Richard Bartle
16 Environmental storytelling: creating immersive 3D worlds using lessons learned from the theme park industry
278(9)
Don Carson
PART 3 History and historiographical concerns
287
17 The history of video games
289(14)
Steven D. Bristow
18 Video games caught up in history: accessibility, teleological distortion, and other methodological issues
303(18)
Carl Therrien
19 Strategic simulations and our past: the bias of computer games in the presentation of history
321(23)
Kevin Schut
20 Mainframe games and simulations
344(4)
David H. Ahl
21 Videogames in Computer Space: the complex history of Pong
348(23)
Henry Lowood
22 BattleZone and the origins of first-person shooting games
371
Mark J. P. Wolf
VOLUME II DESIGN AND THEORY
Acknowledgements ix
Introduction to Volume II 1(1)
Mark J. P. Wolf
PART 4 Video game design and formal aspects
5(212)
23 I have no words & I must design
7(16)
Greg Costikyan
24 Formal abstract design tools
23(13)
Doug Church
25 Tools for creating dramatic game dynamics
36(18)
Marc Leblanc
26 MDA: a formal approach to game design and game research
54(10)
Robin Hunicke
Marc Leblanc
Robert Zubek
27 An introduction to the participatory and non-linear aspects of video games audio
64(25)
Karen Collins
28 In the loop: creativity and constraint in 8-bit video game audio
89(20)
Karen Collins
29 Pac-Man
109(14)
Nick Montfort
Ian Bogost
30 Game design as narrative architecture
123(16)
Henry Jenkins
31 Theorizing navigable space in video games
139(20)
Mark J. P. Wolf
32 Gamic action, four moments
159(32)
Alexander R. Galloway
33 In defense of cutscenes
191(11)
Rune Klevjer
34 Fear of failing? The many meanings of difficulty in video games
202(15)
Jesper Juul
PART 5 Video game theory, methodology, and analysis
217
35 Changing the game
219(16)
Bernard Dekoven
36 Computer game semiotics
235(13)
David Myers
37 Computer game criticism: a method for computer game analysis
248(11)
Lars Konzack
38 Playing research: methodological approaches to game analysis
259(15)
Espen Aarseth
39 Towards the definition of a framework and grammar for game analysis and design
274(11)
Roberto Dillon
40 Bombs, barbarians, and backstories: meaning-making within Sid Meier's Civilization
285(17)
David Myers
41 Genre and game studies: toward a critical approach to video game genres
302(19)
Thomas H. Apperley
42 Camera-eye, CG-eye: videogames and the "cinematic"
321(7)
Will Brooker
43 Color-cycled space fumes in the pixel particle shockwave: the technical aesthetics of Defender and the Williams arcade platform, 1980--82
328(18)
Brett Camper
44 Procedural rhetoric
346
Ian Bogost
VOLUME III PLAY AND PLAYERS
Acknowledgements ix
Introduction to Volume III 1(1)
Mark J. P. Wolf
PART 6 Embodiment and identity
5(166)
45 Stories for eye, ear, and muscles: video games, media, and embodied experiences
7(25)
Torben Grodal
46 Embodiment and interface
32(17)
Andreas Gregersen
Torben Grodal
47 The myth of the ergodic videogame: some thoughts on player-character relationships in videogames
49(12)
James Newman
48 Playing at being: psychoanalysis and the avatar
61(25)
Bob Rehak
49 Lara Croft: feminist icon or cyberbimbo? On the limits of textual analysis
86(13)
Helen W. Kennedy
50 Theorizing gender and digital gameplay: oversights, accidents and surprises
99(11)
Jennifer Jenson
Suzanne De Castell
51 Serious play: playing with race in contemporary gaming culture
110(22)
Anna Everett
52 The power of play: the portrayal and performance of race in video games
132(25)
Anna Everett
S. Craig Watkins
53 Race
157(14)
Anna Everett
PART 7 Play, control, and the magic circle
171(130)
54 The assemblage of play
173(8)
T. L. Taylor
55 Coming to play at frightening yourself: welcome to the world of horror video games
181(16)
Bernard Perron
56 I fought the law: transgressive play and the implied player
197(8)
Espen Aarseth
57 Video games and the pleasures of control
205(17)
Torben Grodal
58 Allegories of control
222(19)
Alexander R. Galloway
59 The magic circle
241(9)
Katie Salen
Eric Zimmerman
60 There is no magic circle
250(9)
Mia Consalvo
61 Jerked around by the magic circle -- clearing the air ten years later
259(10)
Eric Zimmerman
62 Fundamental components of the gameplay experience: analysing immersion
269(17)
Laura Ermi
Frans Mayra
63 Emersion as an element of gaming experience
286(15)
Piotr Kubinski
PART 8 Threat, aggression, and violence
301
64 A rape in cyberspace: how an evil clown, a Haitian trickster spirit, two wizards, and a cast of dozens turned a database into a society
303(16)
Julian Dibbell
65 Ephemeral games: is it barbaric to design videogames after Auschwitz?
319(8)
Gonzalo Frasca
66 Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
327(44)
Craig A. Anderson
Karen E. Dill
67 Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature
371(14)
Craig A. Anderson
Brad J. Bushman
68 Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: a meta-analytic review
385(50)
Craig A. Anderson
Akiko Shibuya
Nobuko Ihori
Edward L. Swing
Brad J. Bushman
Akira Sakamoto
Hannah R. Rothstein
Muniba Saleem
69 Sign of a threat: the effects of warning systems in survival horror games
435(20)
Bernard Perron
70 The motivating role of violence in video games
455
Andrew K. Przybylski
Richard M. Ryan
C. Scott Rigby
VOLUME IV CULTURAL CONTEXTS
Acknowledgements ix
Introduction to Volume IV 1(4)
Mark J. P. Wolf
PART 9 Video games and education
5(90)
71 The educational benefits of videogames
7(9)
Mark Griffiths
72 What video games have to teach us about learning and literacy
16(4)
James Paul Gee
73 Video games in education
20(17)
Kurt Squire
74 From content to context: videogames as designed experience
37(23)
Kurt Squire
75 Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation
60(22)
Michele D. Dickey
76 Video games and the future of learning
82(13)
David Williamson Shaffer
Kurt R. Squire
Richard Halverson
James P. Gee
PART 10 Video games and culture
95(234)
77 What is video game culture? Cultural studies and game studies
97(21)
Adrienne Shaw
78 Productive play: game culture from the bottom up
118(6)
Celia Pearce
79 Material culture and Angry Birds
124(17)
Heikki Tyni
Olli Sotamaa
80 Nintendo® and new world travel writing: a dialogue
141(17)
Mary Fuller
Henry Jenkins
81 Civilization and its discontents: simulation, subjectivity, and space
158(15)
Ted Friedman
82 Social play
173(14)
David Myers
83 Gaining advantage: how videogame players define and negotiate cheating
187(20)
Mia Consalvo
84 Girl gamers and their relationship with the gaming culture
207(17)
Gareth R. Schott
Kirsty R. Horrell
85 Introduction (excerpt) to Video Games around the World
224(13)
Mark J. P. Wolf
86 Balancing the tensions between rationalization and creativity in the video games industry
237(32)
F. Ted Tschang
87 Convergence and globalization in the Japanese videogame industry
269(7)
Mia Consalvo
88 Videology: video-games as postmodern sites/sights of ideological reproduction
276(18)
Simon Gottschalk
89 Too many cooks: media convergence and self-defeating adaptations
294(20)
Trevor Elkington
90 The centrality of play
314(15)
James Newman
Index 329