Videogames
Seiten
2004
Routledge (Verlag)
978-0-415-28191-1 (ISBN)
Routledge (Verlag)
978-0-415-28191-1 (ISBN)
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James Newman's introduction guides the reader through the world of videogaming, providing a history of the videogame, from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog.
Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.
Topics covered include:
What is a videogame?
Why study videogames?
a brief history of videogames, from Pac-Man to Pokémon
the videogame industry
Who plays videogames?
Are videogames bad for you?
the narrative structure of videogames
the future of videogames
Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.
Topics covered include:
What is a videogame?
Why study videogames?
a brief history of videogames, from Pac-Man to Pokémon
the videogame industry
Who plays videogames?
Are videogames bad for you?
the narrative structure of videogames
the future of videogames
1. Why Study Videogames? 2. What is a Videogame? Rules, Puzzles and Simulations: Defining the Object of Study 3. Manufacturing Fun: Platforms, Development, Publishing and Creativity 4. Videogame Players: Who Plays, for How Long and What it’s Doing to Them 5. Videogame Structure: Levels, Breaks and Intermissions 6. Narrative and Play, Audiences and Players: Approaches to the Study of Videogames 7. Videogames, Space and Cyberspace: Exploration, Navigation and Mastery 8. Videogames Players and Characters: Narrative Functions and Feeling Cyborgs 9. Social Gaming and the Culture of Videogames: Competition and Collaboration On and Off Screen 10. Future Gaming: Online/Mobile/Retro Bibliography Index
Erscheint lt. Verlag | 22.1.2004 |
---|---|
Zusatzinfo | 5 Tables, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 138 x 216 mm |
Gewicht | 204 g |
Themenwelt | Geisteswissenschaften ► Geschichte |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Informatik ► Weitere Themen ► Computerspiele | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 0-415-28191-1 / 0415281911 |
ISBN-13 | 978-0-415-28191-1 / 9780415281911 |
Zustand | Neuware |
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