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Acknowledgments | |
Foreword | |
Tim Skelly | |
Introduction | |
Bernard Perron and Mark J. P. Wolf | |
The Essays | |
Gaming Literacy: Game Design as a Model for Literacy in the 21st Century | |
Philosophical Game Design | |
The Video Game Aesthetic: Play as Form | |
Embodiment and Interface | |
Understanding Video Games as Emotional Experiences | |
In the Frame of the Magic Cycle: The Circle(s) of Gameplay | |
Understanding Digital Playability | |
Z-axis Development in the Video Game | |
Retro Reflexivity: La-Mulana, an 8-Bit Period Piece | |
"This is Intelligent Television": Early Video Games & Television in the Emergence of the Personal Computer | |
Too Many Cooks: Media Convergence and Self-Defeating Adaptations | |
Fear of Failing? The Many Meanings of Difficulty in Video Games | |
Between Theory and Practice: The GAMBIT Experience | |
Synthetic Worlds as Experimental Instruments | |
Lag, Language, & Lingo: Theorizing Noise in Online Game Spaces | |
Getting into the Game: Doing Multi-Disciplinary Game Studies | |
Appendix: Video Games | |
Through Theories and Disciplines Works Cited About the Contributors | |
Table of Contents provided by Publisher. All Rights Reserved. |
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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.