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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…mehr
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.
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Autorenporträt
David Buckingham is Professor of Education and head of the Centre for the Study of Children, Youth and Media (CSCYM) at the University of London.
Andrew Burn is Reader in Education and New Media and Associate Director of the CSCYM at the University of London.
Diane Carr is Research Officer of the CSCYM at the University of London.
Gareth Schott is Senior Lecturer of Screen and Media Studies at the University of Waikato.
Inhaltsangabe
List of Illustrations Acknowledgements 1. Studying computer games 2. Defining game genres 3. Games and narrative 4. Play and pleasure 5. Space, navigation and affect 6. Playing roles 7. Reworking the text: online fandom 8. Motivation and online gaming 9. Social play and learning 10. Agency in and around play 11. Film, adaptation and computer games 12. Games and Gender 13. Doing game analysis Notes Games Cited References Index
List of Illustrations Acknowledgements 1. Studying computer games 2. Defining game genres 3. Games and narrative 4. Play and pleasure 5. Space, navigation and affect 6. Playing roles 7. Reworking the text: online fandom 8. Motivation and online gaming 9. Social play and learning 10. Agency in and around play 11. Film, adaptation and computer games 12. Games and Gender 13. Doing game analysis Notes Games Cited References Index
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