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The Routledge Companion to Video Game Studies
Taschenbuch von Bernard Perron (u. a.)
Sprache: Englisch

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Beschreibung

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies.

Über den Autor

Mark J. P. Wolf is Professor in the Communication Department at Concordia University Wisconsin, whose books include The Video Game Theory Reader 1 and 2 (2003; 2008), The Video Game Explosion (2007), Myst and Riven: The World of the D'ni (2011), Before the Crash (2012), Building Imaginary Worlds (2012), The Routledge Companion to Video Game Studies (2014), LEGO Studies (2014), Video Games Around the World (2015), Video Games and Gaming Culture (2016), Revisiting Imaginary Worlds (2017), Video Games FAQ (2017), The World of Mister Rogers' Neighborhood (2017), The Routledge Companion to Imaginary Worlds (2017), The Routledge Companion to Media Technology and Obsolescence (2018), 101 Enigmatic Puzzles: Fractal Mazes, Quantum Chess, Anagram Sudoku, and More (2020), and Encyclopedia of Video Games (1st edition, 2012; 2nd Edition, 2021).

Bernard Perron is Professor of Film and Game Studies at Université de Montréal. He has among others coedited The Video Game Theory Reader 1 & 2 (2003; 2008), The Routledge Companion to Video Games Studies (2014) and Video Games and the Mind: Essays on Cognition, Affect and Emotion (2016). He has edited Horror Video Games: Essays on the Fusion of Fear and Play (2009). He has also written Silent Hill: The Terror Engine (2012) and The World of Scary Video Games: A Study in Videoludic Horror (2018). His research concentrates on video games, interactive cinema, the horror genre, and on narration, cognition, and the ludic dimension of narrative cinema.

Inhaltsverzeichnis

TECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloïc-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O'Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frédérique Clément) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mäyrä) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Émergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)

Details
Erscheinungsjahr: 2025
Fachbereich: Allgemeines
Genre: Importe
Rubrik: Sozialwissenschaften
Medium: Taschenbuch
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9781032103648
ISBN-10: 1032103647
Sprache: Englisch
Einband: Kartoniert / Broschiert
Redaktion: Perron, Bernard
Wolf, Mark J. P.
Auflage: 2. Auflage
Hersteller: Taylor & Francis Ltd
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 243 x 174 x 36 mm
Von/Mit: Bernard Perron (u. a.)
Erscheinungsdatum: 27.06.2025
Gewicht: 1,182 kg
Artikel-ID: 133426692
Über den Autor

Mark J. P. Wolf is Professor in the Communication Department at Concordia University Wisconsin, whose books include The Video Game Theory Reader 1 and 2 (2003; 2008), The Video Game Explosion (2007), Myst and Riven: The World of the D'ni (2011), Before the Crash (2012), Building Imaginary Worlds (2012), The Routledge Companion to Video Game Studies (2014), LEGO Studies (2014), Video Games Around the World (2015), Video Games and Gaming Culture (2016), Revisiting Imaginary Worlds (2017), Video Games FAQ (2017), The World of Mister Rogers' Neighborhood (2017), The Routledge Companion to Imaginary Worlds (2017), The Routledge Companion to Media Technology and Obsolescence (2018), 101 Enigmatic Puzzles: Fractal Mazes, Quantum Chess, Anagram Sudoku, and More (2020), and Encyclopedia of Video Games (1st edition, 2012; 2nd Edition, 2021).

Bernard Perron is Professor of Film and Game Studies at Université de Montréal. He has among others coedited The Video Game Theory Reader 1 & 2 (2003; 2008), The Routledge Companion to Video Games Studies (2014) and Video Games and the Mind: Essays on Cognition, Affect and Emotion (2016). He has edited Horror Video Games: Essays on the Fusion of Fear and Play (2009). He has also written Silent Hill: The Terror Engine (2012) and The World of Scary Video Games: A Study in Videoludic Horror (2018). His research concentrates on video games, interactive cinema, the horror genre, and on narration, cognition, and the ludic dimension of narrative cinema.

Inhaltsverzeichnis

TECHNOLOGICAL ASPECTS 1. Artifact (Olli Sotamaa) 2. Artificial Intelligence (Robin Johnson) 3. Controllers (Sheila C. Murphy & Lefloïc-Lebel) 4. Emulation (Simon Dor) 5. Interface (Vincent Mauger) 6. Platforms (Bobby Schweizer) 7. Preservation (Judd Ruggill & Ken McAllister) 8. Resolution (Mark J. P. Wolf) INDUSTRIAL ASPECTS 9. Digital Distribution (Ashley P. Jones) 10. Free-to-Play (Jean Paul Simon) 11. Economy (Aphra Kerr) 12. Game Labor (Bjarke Liboriussen) 13. Globalization (Minako O'Hagan) 14. Indie Games (Paolo Ruffino) 15. Triple-A Games (Brendan Keogh) FORMAL ASPECTS 16. Art and Aesthetics (Grant Tavinor) 17. Augmented, Mixed, and Virtual Reality (Lei Chen) 18. Color (Simon Nidenthal) 19. Conventions (Bernard Perron) 20. Design (Richard Rouse III) 21. Dimensionality (John Sharp) 22. Levels (Martin Picard) 23. Perspective (John Sharp) 24. Sound (Mark Grimshaw-Aagaard) 25. Worlds (Mark J. P. Wolf) PLAYFULNESS ASPECTS 26. Casualness (Julia G. Raz) 27. Challenge (Robert Furze) 28. Cheating (Mia Consalvo) 29. Competition / Co-operation (Emma Witkowski) 30. Conflict (Marko Siitonen) 31. Interactivity (Lori Landay) 32. Ludology (Espen Aarseth) 33. Objectives (Louis-Martin Guay) 34. Players / Gamers (Frédérique Clément) 35. Repetition (Christopher Hanson) 36. Single-player / Multiplayer (Daniel Joseph & Lee Knuttila) GENERIC ASPECTS 37. Action (Dominic Arsenault) 38. Adventure (Clara Fernandez-Vara) 39. eSports (Zhouxiang Lu) 40. Role-playing (Andrew Burn) 41. Shooting (Gerald Voorhees) 42. Simulation (Seth Giddings) 43. Sports Games (Andrew Baerg) 44. Strategy (Simon Dor) CULTURAL ASPECTS 45. Convergence (Robert Alan Brookey & Charles Ecenbarger) 46. Culture (Frans Mäyrä) 47. Cut-scenes (Rune Kelvjer) 48. Death (Karin Wenz) 49. Education (Rick Ferdig & Enrico Gandolfi) 50. Media Ecology (Kevin Schut) 51. Player Practices (Ashley ML Guajardo) 52. Research (David Myers) 53. Retrogaming (Michael Thomasson) 54. Violence (Peter Krapp) SOCIOLOGICAL ASPECTS 55. Characters (Jessica Aldred) 56. Community (Carly Kocurek) 57. Disability (Sky LaRell Anderson) 58. Diversity (Sarah Stang) 59. Identity (Rosa Mikeal Martey) 60. Femininity (Stephanie C. Jennings) 61. Masculinity (Michael Z. Newman & John Vanderhoef) 62. Performance (Michael Nitsche) 63. Race (Anna Everett) 64. Sociology (Andras Lukacs) PHILOSOPHICAL ASPECTS 65. Cognition (Andreas Gregerson & Dooley Murphy) 66. Émergence (Joris Dormans) 67. Fiction (Grant Tavinor) 68. Ideology (Mark Hayse) 69. Immersion (Carl Therrien) 70. Meaning (Christopher Paul) 71. Ethics (Mark Hayse) 72. Narratology (Dominic Arsenault) 73. Ontology (Espen Aarseth) 74. Transcendence (Mark Hayse)

Details
Erscheinungsjahr: 2025
Fachbereich: Allgemeines
Genre: Importe
Rubrik: Sozialwissenschaften
Medium: Taschenbuch
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9781032103648
ISBN-10: 1032103647
Sprache: Englisch
Einband: Kartoniert / Broschiert
Redaktion: Perron, Bernard
Wolf, Mark J. P.
Auflage: 2. Auflage
Hersteller: Taylor & Francis Ltd
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 243 x 174 x 36 mm
Von/Mit: Bernard Perron (u. a.)
Erscheinungsdatum: 27.06.2025
Gewicht: 1,182 kg
Artikel-ID: 133426692
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