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Title How to play video games / edited by Matthew Thomas Payne and Nina B. Huntemann.
Publisher New York : New York University Press, [2019]
Copyright date ©2019



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.
ISBN 9781479830404 (electronic bk.)
1479830402 (electronic bk.)
9781479805921 (electronic bk.)
1479805920 (electronic bk.)
9781479802142
147980214X
9781479827985
1479827983
Click on the terms below to find similar items in the catalogue
Subject Video games -- Social aspects.
Video games -- Design.
Video games -- Moral and ethical aspects.
Popular culture.
Alt author Payne, Matthew Thomas, editor.
Huntemann, Nina, editor.
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.
ISBN 9781479830404 (electronic bk.)
1479830402 (electronic bk.)
9781479805921 (electronic bk.)
1479805920 (electronic bk.)
9781479802142
147980214X
9781479827985
1479827983
Subject Video games -- Social aspects.
Video games -- Design.
Video games -- Moral and ethical aspects.
Popular culture.
Alt author Payne, Matthew Thomas, editor.
Huntemann, Nina, editor.

Subject Video games -- Social aspects.
Video games -- Design.
Video games -- Moral and ethical aspects.
Popular culture.
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.
Huntemann, Nina, editor.
ISBN 9781479830404 (electronic bk.)
1479830402 (electronic bk.)
9781479805921 (electronic bk.)
1479805920 (electronic bk.)
9781479802142
147980214X
9781479827985
1479827983

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