Description |
1 online resource (xix, 229 pages) |
Contents |
The aesthetic vocabulary of video games / Joost van Dreunen -- Can games get real?: a closer look at documentary digital games / Ian Bogost and Cindy Poremba -- Emotional design of computer games and fiction films / Doris C. Rush -- "Applied game theory": innovation, diversity, experimentation in contemporary game design / Henry Jenkins and Kurt Squire -- There and back again: reuse, signifiers, and consistency in created game spaces / Peter Berger -- Another bricolage in the wall: Deleuze and teenage alienation / Jeffrey P. Cain -- Programming violence: language and the making of interactive media / Claudia Herbst -- Impotence and agency: computer games as a post-9/11 battlefield / Henry Lowood -- S(t)imulating war: from early films to military games / Daphnée Rentfrow -- Player in fabula: ethics of interaction as semiotic negotiation between authorship and readership / Massimo Maietti -- "Moral management": dealing with moral concerns to maintain enjoyment of violent video games / Christoph Klimmt [and others] ... -- Beyond good and evil: the inhuman ethics of Redemption and Bloodlines / Will Slocombe -- Preconscious apocalypse: the failure of capitalism in computer games / Sven O. Cavalcanti -- Borders and bodies in City of heroes: (re)imaging American identity post-9/11 / Nowell Marshall -- Anti-PC games: exploring articulations of the politically incorrect in GTA San Adreas / Andreas Jahn-Sudmann and Ralf Stockmann -- Strip: shift: impose: recycle: overload: spill: breakout: abuse: artists' (mis- )appropriations of shooter games / Maia Engeli -- Presence-play: the hauntology of the computer game / Dean Lockwood and Tony Richards -- Negotiating online computer games in East Asia: manufacturing Asian MMORPGs and marketing Asianness / Dean Chan -- Teenage girls play house: the cyber drama of The Sims / Lynda Dyson |
Summary |
As computer games have been gaining in sociocultural importance, the academic interest in them has grown considerably in recent years. This rich anthology comprehensibly introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture. Impressive in scope and execution, this book addresses key areas of research, such as game design and aesthetics, politics and ideology, morality and ethics, war and violence, or game play and cultural identities. International specialists among media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games, offer new critical perspectives, and present innovative and challenging concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment |
Bibliography |
Includes bibliographical references (pages 211-225) and index |
Notes |
Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002. http://purl.oclc.org/DLF/benchrepro0212 MiAaHDL |
|
Print version record |
|
digitized 2010 HathiTrust Digital Library committed to preserve pda MiAaHDL |
Subject |
Video games -- Social aspects
|
|
Social theory.
|
|
Anthropology.
|
|
Technology: general issues.
|
|
Media studies.
|
|
Popular culture.
|
|
SOCIAL SCIENCE -- Anthropology -- Cultural.
|
|
POLITICAL SCIENCE -- Public Policy -- Cultural Policy.
|
|
SOCIAL SCIENCE -- Popular Culture.
|
|
Society.
|
|
Computer games -- Social aspects
|
|
Video games -- Social aspects
|
|
Computerspiel
|
|
Soziokultureller Wandel
|
Form |
Electronic book
|
Author |
Jahn-Sudmann, Andreas, 1974-
|
|
Stockmann, Ralf, 1973-
|
LC no. |
2007051190 |
ISBN |
9780230583306 |
|
023058330X |
|