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Digital Gameplay -

Digital Gameplay

Essays on the Nexus of Game and Gamer

Nate Garrelts (Herausgeber)

Buch | Softcover
268 Seiten
2005
McFarland & Co Inc (Verlag)
978-0-7864-2292-0 (ISBN)
CHF 38,35 inkl. MwSt
This volume addresses the world of digital games, with special emphasis on the roll and input of the gamer himself. Contributors discuss the various ways the game player interacts with the game - the physical and mental aspects of digital game play and factors that influence play, including the perception of the game player.
In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play.

This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them.

Instructors considering this book for use in a course may request an examination copy here.

Nate Garrelts is a professor of English at Ferris State University in Big Rapids, Michigan.

Table of Contents



Introduction: Negotiating the Digital Game/Gamer Intersection     



1. Corporealis Ergo Sum: Affective Response in Digital Games     

2. A “Majestic” Reflexivity: Machine-Gods and the Creation of the Playing Subject in Deus Ex and Deus Ex: Invisible War     

3. Virtual Bodies, or Cyborgs Are People Too     

4. Playing with Ourselves: A Psychoanalytic Investigation of Resident Evil and Silent Hill     

5. Playing the Bad Guy: Grand Theft Auto in the Panopticon     

6. Signs, Symbols, and Perceptions in Grand Theft Auto: Vice City     

7. To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality     

8. Pimps, Players and Foes: Playing Diablo II “Outside the Box”     

9. Living Art: Commercial Modding and Code-Illiterate Gamers     

10. The Embodied Adventurer: Women as Player-Characters, Gamers, and Module-Builders in BioWare's Neverwinter Nights     

11. Socializing, Subversion, and the Self: Why Women Flock to Massively Multiplayer Online Games     

12. Beyond Linear Narrative: Augusto Boal Enters Norrath     

13. Theatres of Interactivity: Video Games in the Drama Studio     

14. Call and Response: Storytelling in the Neverwinter Vault     

15. From Interactivity to Playability: Why Digital Games Are Not Interactive     



About the Contributors     

Index     

Erscheint lt. Verlag 30.9.2005
Zusatzinfo photos, notes, bibliography, index
Verlagsort Jefferson, NC
Sprache englisch
Maße 152 x 229 mm
Gewicht 363 g
Themenwelt Sozialwissenschaften Kommunikation / Medien Kommunikationswissenschaft
Sozialwissenschaften Soziologie Mikrosoziologie
ISBN-10 0-7864-2292-0 / 0786422920
ISBN-13 978-0-7864-2292-0 / 9780786422920
Zustand Neuware
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