Zum Hauptinhalt springen
Dekorationsartikel gehören nicht zum Leistungsumfang.
The Video Game Theory Reader
Taschenbuch von Mark J. P. Wolf
Sprache: Englisch

76,70 €*

inkl. MwSt.

Versandkostenfrei per Post / DHL

Aktuell nicht verfügbar

Kategorien:
Beschreibung
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film.

The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film.

The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Über den Autor

Mark J. P. Wolf is Assistant Professor of Communications at Concordia University, Wisconsin. A pioneering scholar of video game studies, he is editor of The Medium of theVideo Game. Bernard Perron is Assistant Professor of Cinema at the University of Montréal.

Inhaltsverzeichnis
Introduction, Mark J. P. Wolf, Bernard Perron; Chapter 1 Theory by Design, Walter Holland, Henry Jenkins, Kurt Squire; Chapter 2 Abstraction in the Video Game, Mark J. P. Wolf; Chapter 3 Immersion, Engagement, and Presence, Alison McMahan; Chapter 4 Hyperidentities, Miroslaw Filiciak; Chapter 5 Playing at Being, Bob Rehak; Chapter 6 Stories for Eye, Ear, and Muscles, Torben Grodal; Chapter 7 As We Become Machines, Martti Lahti; Chapter 8 Hot Dates and Fairy-Tale Romances, Mia Consalvo; Chapter 9 Video Games and Configurative Performances, Markku Eskelinen, Ragnhild Tronstad; Chapter 10 Simulation versus Narrative, Gonzalo Frasca; Chapter 11 From Gamers to Players and Gameplayers, Bernard Perron; Chapter 12 Interactive Storytelling, Chris Crawford; Chapter 13 Gametime, Patrick Crogan;
Details
Erscheinungsjahr: 2003
Fachbereich: Allgemeines
Rubrik: Sozialwissenschaften
Medium: Taschenbuch
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9780415965798
ISBN-10: 0415965799
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Autor: Perron, Bernard
Redaktion: Wolf, Mark J. P.
Hersteller: Routledge
Maße: 229 x 152 x 20 mm
Von/Mit: Mark J. P. Wolf
Erscheinungsdatum: 19.08.2003
Gewicht: 0,533 kg
Artikel-ID: 128447691
Über den Autor

Mark J. P. Wolf is Assistant Professor of Communications at Concordia University, Wisconsin. A pioneering scholar of video game studies, he is editor of The Medium of theVideo Game. Bernard Perron is Assistant Professor of Cinema at the University of Montréal.

Inhaltsverzeichnis
Introduction, Mark J. P. Wolf, Bernard Perron; Chapter 1 Theory by Design, Walter Holland, Henry Jenkins, Kurt Squire; Chapter 2 Abstraction in the Video Game, Mark J. P. Wolf; Chapter 3 Immersion, Engagement, and Presence, Alison McMahan; Chapter 4 Hyperidentities, Miroslaw Filiciak; Chapter 5 Playing at Being, Bob Rehak; Chapter 6 Stories for Eye, Ear, and Muscles, Torben Grodal; Chapter 7 As We Become Machines, Martti Lahti; Chapter 8 Hot Dates and Fairy-Tale Romances, Mia Consalvo; Chapter 9 Video Games and Configurative Performances, Markku Eskelinen, Ragnhild Tronstad; Chapter 10 Simulation versus Narrative, Gonzalo Frasca; Chapter 11 From Gamers to Players and Gameplayers, Bernard Perron; Chapter 12 Interactive Storytelling, Chris Crawford; Chapter 13 Gametime, Patrick Crogan;
Details
Erscheinungsjahr: 2003
Fachbereich: Allgemeines
Rubrik: Sozialwissenschaften
Medium: Taschenbuch
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9780415965798
ISBN-10: 0415965799
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Autor: Perron, Bernard
Redaktion: Wolf, Mark J. P.
Hersteller: Routledge
Maße: 229 x 152 x 20 mm
Von/Mit: Mark J. P. Wolf
Erscheinungsdatum: 19.08.2003
Gewicht: 0,533 kg
Artikel-ID: 128447691
Warnhinweis

Ähnliche Produkte

Ähnliche Produkte