The Routledge companion to video game studies
Part I -- Technological aspects -- Artifact / Olli Sotamaa -- Artificial intelligence / Robin Johnson -- Controllers / Sheila C. Murphy & Lefloïc-Lebel -- Emulation / Simon Dor -- Interface / Vincent Mauger -- Platforms / Bobby Schweizer -- Preservation / Judd Ruggill & Ken McAllister -- Res...
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Weitere Verfasser: | , |
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Format: | UnknownFormat |
Sprache: | eng |
Veröffentlicht: |
New York, London
Routledge
2023
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Ausgabe: | Second edition |
Schlagworte: | |
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Zusammenfassung: | Part I -- Technological aspects -- Artifact / Olli Sotamaa -- Artificial intelligence / Robin Johnson -- Controllers / Sheila C. Murphy & Lefloïc-Lebel -- Emulation / Simon Dor -- Interface / Vincent Mauger -- Platforms / Bobby Schweizer -- Preservation / Judd Ruggill & Ken McAllister -- Resolution / Mark J. P. Wolf -- Part II -- Industrial aspects -- Digital distribution / Ashley P. Jones -- Free-to-Play / Jean Paul Simon -- Economy / Aphra Kerr -- Game Labor / Bjarke Liboriussen -- Globalization / Minako O'Hagan -- Indie games / Paolo Ruffino -- Triple-A games / Brendan Keogh -- Part III -- Formal aspects -- Art and aesthetics / Grant Tavinor -- Augmented, mixed, and virtual reality / Lei Chen -- Color / Simon Nidenthal -- Conventions / Bernard Perron -- Design / Richard Rouse III -- Dimensionality / John Sharp -- Levels / Martin Picard -- Perspective / John Sharp -- Sound / Mark Grimshaw-Aagaard -- Worlds / Mark J. P. Wolf -- Part IV -- Playfulness aspects -- Casualness / Julia G. Raz -- Challenge / Robert Furze -- Cheating / Mia Consalvo -- Competition / Co-operation / Emma Witkowski -- Conflict / Marko Siitonen -- Interactivity / Lori Landay -- Ludology / Espen Aarseth -- Objectives / Louis-Martin Guay -- Players / gamers / Frédérique Clément -- Repetition / Christopher Hanson -- Single-player / Multiplayer / Daniel Joseph & Lee Knuttila -- Part V -- Generic aspects -- Action / Dominic Arsenault -- Adventure / Clara Fernandez-Vara -- eSports / Zhouxiang Lu -- Role-playing / Andrew Burn -- Shooting / Gerald Voorhees -- Simulation / Seth Giddings -- Sports games / Andrew Baerg -- Strategy / Simon Dor -- Part VI -- Cultural aspects -- Convergence / Robert Alan Brookey & Charles Ecenbarger -- Culture / Frans Mäyrä -- Cut-scenes / Rune Kelvjer -- Death / Karin Wenz -- Education / Rick Ferdig & Enrico Gandolfi -- Media ecology / Kevin Schut -- Player practices / Ashley ML Guajardo -- Research / David Myers -- Retrogaming / Michael Thomasson -- Violence / Peter Krapp -- Part VII -- Sociological aspects -- Characters / Jessica Aldred -- Community / Carly Kocurek -- Disability sky / LaRell Anderson -- Diversity / Sarah Stang -- Identity / Rosa Mikeal Martey -- Femininity / Stephanie C. Jennings -- Masculinity / Michael Z. Newman & John Vanderhoef -- Performance / Michael Nitsche -- Race / Anna Everett -- Sociology / Andras Lukacs -- Part VIII -- Philosophical aspects -- Cognition / Andreas Gregerson & Dooley Murphy -- Emergence / Joris Dormans -- Fiction / Grant Tavinor -- Ideology / Mark Hayse -- Immersion / Carl Therrien -- Meaning / Christopher Paul -- Ethics / Mark Hayse -- Narratology / Dominic Arsenault -- Ontology / Espen Aarseth -- Transcendence / Mark Hayse. "A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike"-- |
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Beschreibung: | Literaturangaben |
Beschreibung: | xxxi, 646 Seiten Illustrationen |
ISBN: | 9781032081236 978-1-032-08123-6 9781032103648 978-1-032-10364-8 |