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Videogame, Player, Text

by Barry Atkins, Tanya Krzywinska

Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames. -- .

FORMAT
Hardcover
LANGUAGE
English
CONDITION
Brand New


Publisher Description

Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. -- .

Flap

Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

Author Biography

Barry Atkins is Senior Lecturer in Computer Games Design at the University of Wales, Newport. Tanya Krzywinska is Professor of Screen Studies at Brunel University

Table of Contents

Introduction: Videogame, player, text - Barry Atkins and Tanya Krzywinska
1. Beyond Ludus: narrative, videogames and the split condition of digital textuality - Marie-Laure Ryan
2. All too urban: to live and die in SimCity - Matteo Bittanti
3. Play, modality and claims of realism in Full Spectrum Warrior - Geoff King
4. Why am I in Vietnam? – The history of a video game - Jon Dovey
5. "It's Not Easy Being Green": real-time game performance in Warcraft - Henry Lowood
6. Being a determined agent in (the) World of Warcraft: text/playidentity - Tanya Krzywinska
7. Female Quake players and the politics of identity - Helen W. Kennedy
8. Of eye candy and id: the terrors and pleasures of Doom 3 - Bob Rehak
9. Second Life: the game of virtual life - Alison McMahan
10. Playing to solve Savoir-Faire - Nick Montfort
11. Without a goal - on open and expressive games - Jesper Juul
12. Pleasure, spectacle and reward in Capcom's Street Fighter series - David Surman
13. The trouble with Civilization - Diane Carr
14. Killing time: time past, time present and time future in Prince of Persia: The Sands of Time - Barry Atkins

Promotional

Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames.

Long Description

Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.

Description for Sales People

Each chapter focuses on the relationship between specific games and their players. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experience. Games discussed include The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation. Will appeal to academic researchers engaged in Game Studies, students on the rapidly expanding Game Design courses in Higher Education, and informed game enthusiasts.

Details

ISBN0719074002
Short Title VIDEOGAME PLAYER TEXT
Publisher Manchester University Press
Language English
ISBN-10 0719074002
ISBN-13 9780719074004
Media Book
Format Hardcover
Illustrations Yes
Imprint Manchester University Press
Place of Publication Manchester
Country of Publication United Kingdom
Edited by Barry Atkins
DOI 10.1604/9780719074004
UK Release Date 2007-11-01
NZ Release Date 2007-11-01
Author Tanya Krzywinska
Pages 264
Year 2007
Publication Date 2007-11-01
DEWEY 306.487
Audience Further / Higher Education
AU Release Date 2007-10-31

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