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9780745634005

Computer Games Text, Narrative and Play

by ; ; ;
  • ISBN13:

    9780745634005

  • ISBN10:

    0745634001

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2006-03-31
  • Publisher: Polity
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Supplemental Materials

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Summary

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.

Author Biography

David Buckingham is Professor of Education and head of the Centre for the Study of Children, Youth and Media (CSCYM) at the University of London.


Andrew Burn is Reader in Education and New Media and Associate Director of the CSCYM at the University of London.


Diane Carr is Research Officer of the CSCYM at the University of London.


Gareth Schott is Senior Lecturer of Screen and Media Studies at the University of Waikato.

Table of Contents

List of Illustrations
Acknowledgements
Studying computer games
Defining game genres
Games and narrative
Play and pleasure
Space, navigation and affect
Playing roles
Reworking the text: online fandom
Motivation and online gaming
Social play and learning
Agency in and around play
Film, adaptation and computer games
Games and Gender
Doing game analysis
Notes
Games Cited
References
Index
Table of Contents provided by Publisher. All Rights Reserved.

Supplemental Materials

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The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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