Subject |
Video games -- Social aspects.
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Video games -- Design.
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Video games -- Moral and ethical aspects.
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Popular culture.
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Descript |
1 online resource (xii, 363 pages) : illustrations |
Content |
text txt |
Media |
computer c |
Carrier |
online resource cr |
Contents |
I. Game form: aesthetics and style -- FIFA: magic circle -- Tetris: rules -- King's quest: narrative -- Grand theft auto V: avatars -- Sid Meier's civilization: realism -- Planescape: torment: immersion -- Don't starve: temporality -- Braid: indies -- BioShock infinite: world-building -- The legend of Zelda: ocarina of time: music -- II. Representation: social identity and cultural politics -- Kim Kardashian: Hollywood: feminism -- The last of us: masculinity -- Leisure suit Larry: LGBTQ representation -- The Queerness and Games Conference: community -- NBA 2K16: race -- PaRappa the Rapper: emotion -- Sniper elite III: death -- Papers, please: ethics -- Age of empires: postcolonialism -- Borderlands: capitalism -- III. Industry: industrial practices and structures -- Miyamoto/Kojima: authorship -- Clash royale: gaming capital -- Game dev tycoon: labor -- Cookie clicker: gamification -- Ball-and-paddle games: domesticity -- Angry birds: mobile gaming -- LEGO dimensions: licensing -- Tomb raider: transmedia -- Medal of honor: militarism -- Pokémon go: globalization -- IV. Game practices: medium, technology, and everyday life -- Pelé's soccer: platform -- NES D-pad: interface -- Minecraft: user-generated content -- Quake: movies -- Counter-strike: spectatorship -- EVE online: cheating -- Night trap: moral panic -- Shovel knight: nostalgia -- Tempest: archive -- Walden, a game: reflection. |
Alt author |
Payne, Matthew Thomas, editor.
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Huntemann, Nina, editor.
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ISBN |
9781479830404 (electronic bk.) |
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1479830402 (electronic bk.) |
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9781479805921 (electronic bk.) |
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1479805920 (electronic bk.) |
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9781479802142 |
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147980214X |
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9781479827985 |
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1479827983 |
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