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Understanding Games and Game Cultures
Taschenbuch von Ingrid Richardson (u. a.)
Sprache: Englisch

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Beschreibung
Digital games are one of the most significant media interfaces of contemporary life.

Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play?

This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies.

It is an essential companion for students looking to understand games and games cultures in our increasingly playful and gamified digital society.

Digital games are one of the most significant media interfaces of contemporary life.

Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play?

This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies.

It is an essential companion for students looking to understand games and games cultures in our increasingly playful and gamified digital society.

Inhaltsverzeichnis
Chapter 1: Introduction: Understanding Games and Game Cultures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let's Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures
Details
Erscheinungsjahr: 2021
Produktart: Nachschlagewerke
Rubrik: Sachliteratur
Medium: Taschenbuch
Seiten: 248
Inhalt: Kartoniert / Broschiert
ISBN-13: 9781526498007
ISBN-10: 1526498006
Sprache: Englisch
Autor: Richardson, Ingrid
Hjorth, Larissa
Davies, Hugh
Redaktion: Richardson, Ingrid
Hersteller: Sage Publications
SAGE Publications Ltd
Maße: 13 x 170 x 242 mm
Von/Mit: Ingrid Richardson (u. a.)
Erscheinungsdatum: 31.03.2021
Gewicht: 0,434 kg
preigu-id: 118959254
Inhaltsverzeichnis
Chapter 1: Introduction: Understanding Games and Game Cultures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let's Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures
Details
Erscheinungsjahr: 2021
Produktart: Nachschlagewerke
Rubrik: Sachliteratur
Medium: Taschenbuch
Seiten: 248
Inhalt: Kartoniert / Broschiert
ISBN-13: 9781526498007
ISBN-10: 1526498006
Sprache: Englisch
Autor: Richardson, Ingrid
Hjorth, Larissa
Davies, Hugh
Redaktion: Richardson, Ingrid
Hersteller: Sage Publications
SAGE Publications Ltd
Maße: 13 x 170 x 242 mm
Von/Mit: Ingrid Richardson (u. a.)
Erscheinungsdatum: 31.03.2021
Gewicht: 0,434 kg
preigu-id: 118959254
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