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Acknowledgements |
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xix | |
Chronological table of reprinted articles and chapters |
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xxiii | |
General introduction |
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1 | (3) |
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Introduction to Volume I |
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4 | |
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PART 1 Defining video game studies |
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9 | (124) |
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11 | (18) |
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2 Defining game mechanics |
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29 | (17) |
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46 | (13) |
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4 Simulation versus narrative: introduction to ludology |
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59 | (14) |
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5 Games telling stories? A brief note on games and narratives |
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73 | (13) |
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6 Introduction: videogames and storytelling |
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86 | (19) |
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7 Games, the new lively art |
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105 | (23) |
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8 Manifesto for a Ludic century |
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128 | (5) |
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PART 2 Game studies classics |
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133 | (154) |
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9 Nature and significance of play as a cultural phenomenon |
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135 | (20) |
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10 The play-element in contemporary civilization |
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155 | (14) |
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11 `The definition of play' and `The classification of games' |
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169 | (27) |
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12 Deep play: notes on the Balinese cockfight |
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196 | (17) |
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213 | (14) |
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14 The lessons of Lucasfilm's Habitat |
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227 | (22) |
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15 Hearts, clubs, diamonds, spades: players who suit MUDs |
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249 | (29) |
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16 Environmental storytelling: creating immersive 3D worlds using lessons learned from the theme park industry |
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278 | (9) |
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PART 3 History and historiographical concerns |
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287 | |
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17 The history of video games |
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289 | (14) |
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18 Video games caught up in history: accessibility, teleological distortion, and other methodological issues |
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303 | (18) |
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19 Strategic simulations and our past: the bias of computer games in the presentation of history |
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321 | (23) |
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20 Mainframe games and simulations |
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344 | (4) |
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21 Videogames in Computer Space: the complex history of Pong |
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348 | (23) |
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22 BattleZone and the origins of first-person shooting games |
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371 | |
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VOLUME II DESIGN AND THEORY |
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Acknowledgements |
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ix | |
Introduction to Volume II |
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1 | (1) |
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PART 4 Video game design and formal aspects |
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5 | (212) |
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23 I have no words & I must design |
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7 | (16) |
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24 Formal abstract design tools |
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23 | (13) |
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25 Tools for creating dramatic game dynamics |
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36 | (18) |
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26 MDA: a formal approach to game design and game research |
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54 | (10) |
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27 An introduction to the participatory and non-linear aspects of video games audio |
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64 | (25) |
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28 In the loop: creativity and constraint in 8-bit video game audio |
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89 | (20) |
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109 | (14) |
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30 Game design as narrative architecture |
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123 | (16) |
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31 Theorizing navigable space in video games |
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139 | (20) |
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32 Gamic action, four moments |
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159 | (32) |
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33 In defense of cutscenes |
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191 | (11) |
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34 Fear of failing? The many meanings of difficulty in video games |
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202 | (15) |
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PART 5 Video game theory, methodology, and analysis |
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217 | |
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219 | (16) |
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36 Computer game semiotics |
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235 | (13) |
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37 Computer game criticism: a method for computer game analysis |
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248 | (11) |
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38 Playing research: methodological approaches to game analysis |
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259 | (15) |
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39 Towards the definition of a framework and grammar for game analysis and design |
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274 | (11) |
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40 Bombs, barbarians, and backstories: meaning-making within Sid Meier's Civilization |
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285 | (17) |
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41 Genre and game studies: toward a critical approach to video game genres |
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302 | (19) |
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42 Camera-eye, CG-eye: videogames and the "cinematic" |
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321 | (7) |
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43 Color-cycled space fumes in the pixel particle shockwave: the technical aesthetics of Defender and the Williams arcade platform, 1980--82 |
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328 | (18) |
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346 | |
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VOLUME III PLAY AND PLAYERS |
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Acknowledgements |
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ix | |
Introduction to Volume III |
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1 | (1) |
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PART 6 Embodiment and identity |
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5 | (166) |
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45 Stories for eye, ear, and muscles: video games, media, and embodied experiences |
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7 | (25) |
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46 Embodiment and interface |
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32 | (17) |
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47 The myth of the ergodic videogame: some thoughts on player-character relationships in videogames |
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49 | (12) |
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48 Playing at being: psychoanalysis and the avatar |
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61 | (25) |
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49 Lara Croft: feminist icon or cyberbimbo? On the limits of textual analysis |
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86 | (13) |
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50 Theorizing gender and digital gameplay: oversights, accidents and surprises |
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99 | (11) |
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51 Serious play: playing with race in contemporary gaming culture |
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110 | (22) |
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52 The power of play: the portrayal and performance of race in video games |
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132 | (25) |
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157 | (14) |
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PART 7 Play, control, and the magic circle |
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171 | (130) |
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54 The assemblage of play |
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173 | (8) |
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55 Coming to play at frightening yourself: welcome to the world of horror video games |
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181 | (16) |
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56 I fought the law: transgressive play and the implied player |
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197 | (8) |
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57 Video games and the pleasures of control |
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205 | (17) |
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222 | (19) |
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241 | (9) |
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60 There is no magic circle |
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250 | (9) |
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61 Jerked around by the magic circle -- clearing the air ten years later |
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259 | (10) |
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62 Fundamental components of the gameplay experience: analysing immersion |
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269 | (17) |
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63 Emersion as an element of gaming experience |
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286 | (15) |
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PART 8 Threat, aggression, and violence |
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301 | |
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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 |
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303 | (16) |
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65 Ephemeral games: is it barbaric to design videogames after Auschwitz? |
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319 | (8) |
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66 Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life |
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327 | (44) |
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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 |
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371 | (14) |
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68 Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: a meta-analytic review |
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385 | (50) |
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69 Sign of a threat: the effects of warning systems in survival horror games |
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435 | (20) |
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70 The motivating role of violence in video games |
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455 | |
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VOLUME IV CULTURAL CONTEXTS |
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Acknowledgements |
|
ix | |
Introduction to Volume IV |
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1 | (4) |
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PART 9 Video games and education |
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5 | (90) |
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71 The educational benefits of videogames |
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7 | (9) |
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72 What video games have to teach us about learning and literacy |
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16 | (4) |
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73 Video games in education |
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20 | (17) |
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74 From content to context: videogames as designed experience |
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37 | (23) |
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75 Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation |
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60 | (22) |
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76 Video games and the future of learning |
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82 | (13) |
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PART 10 Video games and culture |
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95 | (234) |
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77 What is video game culture? Cultural studies and game studies |
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97 | (21) |
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78 Productive play: game culture from the bottom up |
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118 | (6) |
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79 Material culture and Angry Birds |
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124 | (17) |
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80 Nintendo® and new world travel writing: a dialogue |
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141 | (17) |
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81 Civilization and its discontents: simulation, subjectivity, and space |
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158 | (15) |
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173 | (14) |
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83 Gaining advantage: how videogame players define and negotiate cheating |
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187 | (20) |
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84 Girl gamers and their relationship with the gaming culture |
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207 | (17) |
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85 Introduction (excerpt) to Video Games around the World |
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224 | (13) |
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86 Balancing the tensions between rationalization and creativity in the video games industry |
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237 | (32) |
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87 Convergence and globalization in the Japanese videogame industry |
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269 | (7) |
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88 Videology: video-games as postmodern sites/sights of ideological reproduction |
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276 | (18) |
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89 Too many cooks: media convergence and self-defeating adaptations |
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294 | (20) |
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90 The centrality of play |
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314 | (15) |
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Index |
|
329 | |