List of contributors | p. vii |
Introduction: videogame, player, text | p. 1 |
Beyond Ludus: narrative, videogames and the split condition of digital textuality | p. 8 |
All too urban: to live and die in SimCity | p. 29 |
Play, modality and claims of realism in Full Spectrum Warrior | p. 52 |
Why am I in Vietnam? The history of a video game | p. 66 |
'It's not easy being green': real-time game performance in Warcraft | p. 83 |
Being a determined agent in (the) World of Warcraft: text/play/identity | p. 101 |
Female Quake players and the politics of identity | p. 120 |
Of eye candy and id: the terrors and pleasures of Doom 3 | p. 139 |
Second Life: the game of virtual life | p. 158 |
Playing to solve Savoir-Faire | p. 175 |
Without a goal: on open and expressive games | p. 191 |
Pleasure, spectacle and reward in Capcom's Street Fighter series | p. 204 |
The trouble with Civilization | p. 222 |
Killing time: time past, time present and time future in Prince of Persia: The Sands of Time | p. 237 |
Index | p. 254 |
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