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Autor(en): 
  • David Buckingham
  • Schott Gareth
  • Carr Diane
  • Burn Andrew
  • Computer Games: Text, Narrative and Play 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Februar 2006  
    Genre:  Soziologie 
     
    Computer games / online games# strategy guides / Computer games / online games# strategy guides / companion works / GAMES & ACTIVITIES / Video & Mobile / Popular Culture / SOCIAL SCIENCE / Popular Culture
    ISBN:  9780745634005 
    EAN-Code: 
    9780745634005 
    Verlag:  Wiley 
    Einband:  Gebunden  
    Sprache:  English  
    Dimensionen:  H 254 mm / B 178 mm / D 20 mm 
    Gewicht:  535 gr 
    Seiten:  224 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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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