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Understanding Digital Games -

Understanding Digital Games

Jason Rutter, Jo Bryce (Herausgeber)

Buch | Softcover
272 Seiten
2006
SAGE Publications Inc (Verlag)
978-1-4129-0034-8 (ISBN)
CHF 89,95 inkl. MwSt
The study of digital games is a lively area of research and theorising which draws upon perspectives from a range of disciplines, including sociology, psychology, media and film studies, economics, business, gender studies and computer science. This book brings together these perspectives to offer a unique survey of this field.
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes.



The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research.





Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Jason Rutter is a Research Fellow at the Manchester Institute for Innovation Research (MIoIR) where he works primarily in the areas of leisure technologies (especially digital gaming) as well as counterfeiting and piracy of digital content. He has been involved in projects funded by the European Commission, Northern Ireland Office, NESTA, DTI and ESRC and published widely including the books Understanding Digital Games (2006, Sage) and Digital Game Industries (forthcoming, Ashgate) and special editions of Game Studies (2003) and Information, Communication and Society (2003). His recent projects include ‘Hidden Innovation in the Creative Sectors’ (NESTA), ‘Intellectual Property Theft and Organised Crime’ (NIO) and ‘Mobile Entertainment Industry and Culture’ (EC). He chaired the European Commission Marie Curie Conference ‘Putting the Knowledge Based Society into Practice’ (April 2006) and the international conferences ‘Mobile Entertainment: User Centred Perspectives’ (2004) and ‘Playing with the Future’ (2002) as well as running the ESRC-funded seminar series "DigiPlay: Experience and Consequence of Technologies of Leisure". He was the inaugural vice-president of the international Digital Games Research Association (DiGRA).

PART ONE: HISTORY AND PRODUCTION
A History of Digital Games - John Kirriemuir
The Business of Making Digital Games - Aphra Kerr
The Economics of Digital Games - Alberto Alvisi
A Player-centred Approach to Digital Game Design - Jon Sykes
PART TWO: THEORIES AND APPROACHES
Literary Theory and Digital Games - Julian K Cklich
Film Studies and Digital Games - Geoff King and Tanya Krzywinska
Digital Games as New Media - Seth Giddings and Helen Kennedy
Cultural Studies and Digital Games - Garry Crawford and Jason Rutter
Community, Identity and Digital Games - Martin Hand and Karenza Moore
PART THREE: KEY DEBATES
Digital Games and Gender - Jo Bryce and Jason Rutter
Digital Games and the Violence Debate - Jo Bryce and Jason Rutter
Digital Games and Education - Timothy Dumbleton and John Kirriemuir

Erscheint lt. Verlag 20.4.2006
Verlagsort Thousand Oaks
Sprache englisch
Maße 186 x 232 mm
Gewicht 490 g
Themenwelt Informatik Weitere Themen Computerspiele
ISBN-10 1-4129-0034-4 / 1412900344
ISBN-13 978-1-4129-0034-8 / 9781412900348
Zustand Neuware
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