Subject |
Video games.
|
Descript |
1 online resource (439 p.) |
Note |
Description based upon print version of record. |
Contents |
Cover -- Title -- Copyright -- Contents -- Acknowledgments -- Introduction -- About the Reader -- Structure of the Book -- The Larger Questions -- 1 Studying Video Games -- Who Studies Video Games? -- How Do You Study Video Games? -- Types of Analysis -- Schools of Thought? -- 2 The Game Industry -- The Size of the Game Industry -- The Structure of the Big Game Industry -- The Development Process -- Roles in Game Development -- 3 What Is a Game? -- General Models for Understanding Games -- The Issue of Genre -- 4 History -- A Brief Pre-history of Video Games -- Does History Matter? |
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A History of Video Games -- The 1970s -- The 1980s -- The 1990s -- The 2000s -- The 2010s and Beyond -- Perspectives -- 5 Video Game Aesthetics -- Rules -- Geography and Representation -- Number of Players -- Games without Boundaries -- 6 Video Games in Culture -- The Cultural Position of Video Games -- Players -- 7 Narrative -- Storytelling -- Reception-The Player's Experience of a Story -- A Brief History of Literary Theory and Video Games -- 8 Serious Games-When Entertainment Is Not Enough -- Traditional Games for Serious Purposes -- Categorizing Educational Computer Games |
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The Rationale Behind Edutainment -- The Instructional Approach to Edutainment -- The Modern Approach to the Educational Use of Computer Games -- The Educational Effectiveness of Video Games -- Political Games and Newsgames -- Advertainment -- Gamification-Plug and Play Games for Real? -- Games-for-change-Revolutionaries Rise -- Final Remarks -- 9 Video Games and Risks -- Two Research Perspectives -- The Active Media Perspective -- The Active User Perspective -- Other Questions -- Final Remarks -- Video Game Timeline -- Glossary -- Games Cited -- Bibliography -- Index |
Note |
200 annual accesses. |
Alt author |
Smith, Jonas Heide.
|
|
Tosca, Susana Pajares.
|
ISBN |
9781317533122 |
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