Computer Games: Text, Narrative and Play

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9780745634005: Computer Games: Text, Narrative and Play
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Computer games are one of the most exciting and rapidly evolvingmedia of our time. Revenues from console and computer games havenow overtaken those from Hollywood movies; and online gaming is oneof the fastest-growing areas of the internet. Games are no longerjust kids' stuff: the majority of players are now adults, and themarket is constantly broadening. The visual style of games hasbecome increasingly sophisticated, and the complexities ofgame-play are ever more challenging. Meanwhile, the iconography andgeneric forms of games are increasingly influencing a whole rangeof other media, from films and television to books and toys.

This book provides a systematic, comprehensive introduction tothe analysis of computer and video games. It introduces keyconcepts and approaches drawn from literary, film and media theoryin an accessible and concrete manner; and it tests their use andrelevance by applying them to a small but representative selectionof role-playing and action-adventure games. It combines methods oftextual analysis and audience research, showing how the combinationof such methods can give a more complete picture of these playabletexts and the fan cultures they generate. Clearly written andengaging, it will be a key text for students in the field and forall those with an interest in taking games seriously.

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About the Author:

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

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

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

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

Review:

"This valuable text is always informed by serious research,analysis and careful thought."

-- Julian McDougall, Media Education AssocationNewsletter

'Computer Games: Text, Narrative and Play will bevaluable for teachers and students who want to familiaizethemselves with the core concepts and important debates within themerging field of games studies. But it does more than that -couping format analysis of games with an ethnographic perspectiveon games-playing showing how the same games studies can be readthrough multiple conceptual frameworks. If recent writing in gamesstudies has seemed polarized, this book maps the middle groundbetween the warring positions.'

-- Henry Jenkins, Massachusetts Institute ofTechnology

'Computer Games challenges the notion that games are"just for fun" by introducing a readable tome for observers andplayers of Pong to Perfect Dark. A comprehensive and usefulbreakdown of what students of games studies should focus on and howthey should go about doing it.'

-- Aleks Krotoski, Technology Journalist andResearcher

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9780745634012: Computer Games: Text, Narrative and Play

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ISBN 10:  074563401X ISBN 13:  9780745634012
Publisher: Polity, 2006
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Book Description Polity Press, United Kingdom, 2006. Hardback. Condition: New. Language: English. Brand new Book. 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. Seller Inventory # AAH9780745634005

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Book Description Polity Press, United Kingdom, 2006. Hardback. Condition: New. Language: English. Brand new Book. 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. Seller Inventory # AAH9780745634005

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Book Description Polity. Hardcover. Condition: New. 224 pages. Dimensions: 9.7in. x 6.9in. x 0.9in.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. This item ships from multiple locations. Your book may arrive from Roseburg,OR, La Vergne,TN. Hardcover. Seller Inventory # 9780745634005

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