Understanding Video Games by Simon Egenfeldt-Nielsen, Jonas Heide Smith and Susana Pajares Tosca (2019, Trade Paperback)

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Über dieses Produkt

Product Identifiers

PublisherRoutledge
ISBN-101138363057
ISBN-139781138363052
eBay Product ID (ePID)23038707275

Product Key Features

Number of Pages400 Pages
Publication NameUnderstanding Video Games
LanguageEnglish
SubjectMedia Studies, Video & Electronic
Publication Year2019
TypeTextbook
AuthorSimon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
Subject AreaSocial Science, Games & Activities
FormatTrade Paperback

Dimensions

Item Height0.9 in
Item Weight29.7 Oz
Item Length10 in
Item Width7.8 in

Additional Product Features

Edition Number4
Intended AudienceCollege Audience
Reviews"Understanding Video Games: The Essential Introductionis a must-read primer for any student considering game studies. A handbook that is clear, precise, up-to-date and extremely useful for tackling video games, a cultural and technical phenomenon of great complexity and full of nuances." -- Belen Mainer Blance, Professor and Director of the Videogames Department at University Francisco de Vitoria Praise for the previous edition: "A user-friendly, eminently readable account that has something to offer to both the neophyte and the specialist, Understanding Video Games is the text that is needed to secure a durable place for game studies in the academic curriculum." -- Marie-Laure Ryan, author of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media "As the core text for my introductory games course, Understanding Video Games has remained an essential guide since its first edition. Ever attentive to the practicalities of classroom needs, this superb update presents its most complete and accessible overview of game studies yet." -- Soraya Murray, University of California, Santa Cruz " Understanding Video Games is an admirably comprehensive treatment of the video game industry, history, culture, and theory. This new edition remains the best general textbook I've found for teaching video games in the college classroom." -- Alf Seegert, University of Utah, "Understanding Video Games: The Essential Introduction is a must-read primer for any student considering game studies. A handbook that is clear, precise, up-to-date and extremely useful for tackling video games, a cultural and technical phenomenon of great complexity and full of nuances." -- Belen Mainer Blance, University Francisco de Vitoria Praise for the previous edition: "A user-friendly, eminently readable account that has something to offer to both the neophyte and the specialist, Understanding Video Games is the text that is needed to secure a durable place to game studies in the academic curriculum." -- Marie-Laure Ryan, author of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media "As the core text for my introductory games course, Understanding Video Games has remained an essential guide since its first edition. Ever attentive to the practicalities of classroom needs, this superb update presents its most complete and accessible overview of game studies yet." -- Soraya Murray, University of California, Santa Cruz " Understanding Video Games is an admirably comprehensive treatment of the video game industry, history, culture, and theory. This new edition remains the best general textbook I've found for teaching video games in the college classroom." -- Alf Seegert, University of Utah
Dewey Edition23
IllustratedYes
Dewey Decimal338.88
Table Of ContentINTRODUCTION About the Reader/Structure of the Book/The Larger Questions 1 STUDYING VIDEO GAMES Who Studies Video Games?/How do you Study Video Games?/Types of Analysis/Schools of Thought? 2 THE GAME INDUSTRY The Size of the Game Industry/The Structure of the Game Industry/ The Development Process/Roles in Game Development 3 WHAT IS A GAME? General Models for Understanding Games/The Issue of Genre 4 HISTORY A Brief Pre-history of Video Games/Does History Matter?/A History of Video Games/The 1970s/The 1980s/The 1990s/The 2000s/ The 2010s and Beyond/Perspectives 5 VIDEO GAME AESTHETICS Rules/Geography and Representation/Number of Players/Games without Boundaries 6 VIDEO GAMES IN CULTURE The Cultural Position of Video Games/ The Players 7 NARRATIVE Storytelling/Reception--The Player's Experience of a Story/A Brief History of Literary Theory and Video Games / Transmedia Games / Final Remarks 8 SERIOUS GAMES AND GAMIFICATON--WHEN ENTERTAINMENT IS NOT ENOUGH Overview and thematic areas / Games-for-change/ Games-for-Health / News Games / Political Games/Advertainment /Two research Domains / Serious Games / Gamification Final remarks 9 VIDEO GAMES AND RISKS Two Research Perspectives/The Active Media Perspective/The Active User Perspective/Other Questions/Final Remarks Video Game Timeline
SynopsisFrom Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society., From Pong to virtual reality,Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.
LC Classification NumberGV1469.3.E44 2019

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