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Beschreibung
In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play.
This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them.
Instructors considering this book for use in a course may request an examination copy here.
In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play.
This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them.
Instructors considering this book for use in a course may request an examination copy here.
Über den Autor
Nate Garrelts is a professor of English at Ferris State University in Big Rapids, Michigan.
Inhaltsverzeichnis
Table of Contents

Introduction: Negotiating the Digital Game/Gamer Intersection

1. Corporealis Ergo Sum: Affective Response in Digital Games

2. A "Majestic" Reflexivity: Machine-Gods and the Creation of the Playing Subject in Deus Ex and Deus Ex: Invisible War

3. Virtual Bodies, or Cyborgs Are People Too

4. Playing with Ourselves: A Psychoanalytic Investigation of Resident Evil and Silent Hill

5. Playing the Bad Guy: Grand Theft Auto in the Panopticon

6. Signs, Symbols, and Perceptions in Grand Theft Auto: Vice City

7. To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality

8. Pimps, Players and Foes: Playing Diablo II "Outside the Box"

9. Living Art: Commercial Modding and Code-Illiterate Gamers

10. The Embodied Adventurer: Women as Player-Characters, Gamers, and Module-Builders in BioWare's Neverwinter Nights

11. Socializing, Subversion, and the Self: Why Women Flock to Massively Multiplayer Online Games

12. Beyond Linear Narrative: Augusto Boal Enters Norrath

13. Theatres of Interactivity: Video Games in the Drama Studio

14. Call and Response: Storytelling in the Neverwinter Vault

15. From Interactivity to Playability: Why Digital Games Are Not Interactive

About the Contributors
Index
Details
Empfohlen (von): 18
Erscheinungsjahr: 2005
Genre: Importe
Produktart: Nachschlagewerke
Rubrik: Hobby & Freizeit
Thema: Spielen & Raten
Medium: Taschenbuch
Inhalt: Kartoniert / Broschiert
ISBN-13: 9780786422920
ISBN-10: 0786422920
Sprache: Englisch
Einband: Kartoniert / Broschiert
Redaktion: Garrelts, Nate
Hersteller: McFarland
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 229 x 152 x 16 mm
Von/Mit: Nate Garrelts
Erscheinungsdatum: 11.08.2005
Gewicht: 0,44 kg
Artikel-ID: 108233747