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Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
Zakup książki
Computer Games, Diane Carr, David Buckingham, Gareth Schott, Andrew Burn
- Język
- Rok wydania
- 2006
- Oprawa
- (miękka),
- Stan książki
- Uszkodzony
- Cena
- 28,35 zł
Metody płatności
Nikt jeszcze nie ocenił.
- Tytuł
- Computer Games
- Podtytuł
- Text, Narrative and Play
- Język
- angielski
- Autorzy
- Diane Carr, David Buckingham, Gareth Schott, Andrew Burn
- Wydawca
- Polity
- Rok wydania
- 2006
- Oprawa
- miękka
- Liczba stron
- 224
- ISBN10
- 074563401X
- ISBN13
- 9780745634012
- Seria
- Kategorie
- Tagi
- Tematy prawne, Dzieci, Tematyka filmowa, Literatura fachowa, Gry, Media & Komunikacja medialna, Internet, Kultura popularna, Czas, Aspekty społeczne, Socjologia kultury
- Opis
- Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.



