Note: Supplemental materials are not guaranteed with Rental or Used book purchases.
Purchase Benefits
What is included with this book?
Introduction | p. 5 |
Assessment contexts | p. 5 |
What is a video game? | p. 7 |
Rationale - why study videogames? | p. 9 |
Getting started | p. 11 |
How to use this guide | p. 13 |
Approaches to teaching | p. 13 |
Schemes of work | p. 16 |
Background | p. 23 |
Timeline | p. 23 |
Growth of the videogame industry | p. 28 |
Composition of the videogame industry | p. 29 |
The global videogame industry - bigger than Hollywood? | p. 31 |
Videogame genres | p. 33 |
Videogames as games | p. 35 |
Videogame spaces | p. 39 |
Videogames, (non-) interactivity and structure | p. 40 |
Videogames and/as narrative | p. 42 |
Videogame characters | p. 45 |
Case studies | p. 47 |
Case study 1 : violent videogames | p. 47 |
Case study 2 : women and videogames | p. 59 |
Case study 3 : playing with videogames | p. 74 |
Case study 4 : the representation of conflict and competition | p. 88 |
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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.