Description |
1 online resource (207 p.) |
Contents |
Intro -- Cultural Perspectives of Video Games: From Designer to Player -- Table of Contents -- Introduction: Video Games Are People! -- Part 1: Gaming and Society -- Heroic Possibilities: Video Games as a Way to Learn and Understand Culture -- Dictating Morality: The Problematic Epistemologies of Engagement -- Dying to Play: How Death Mechanics Provide Meaningful Experiences in Guild Wars -- Dragon Age: Offered and Created Womanhood -- Psychosocial and Sociocultural Determinants of Video Gamer Typology -- Discourses of Departure in Massively Multiplayer Online Roleplaying Games (MMORPGs) |
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Part 2: Design, Creative Stakes, and Goals -- Authenticity Versus Validity: A New Approach to Video Game Design -- Iteration and Procedurality in Game Studies -- 'Limits of Genre, Limits of Fantasy': Rethinking Computer Role-Playing Games -- Theological Productions: The Role of Religion in Video Game Design -- Urban Visions in Video Games: London and Paris -- The Parallels between Television and Video Game Narrative -- The Hunt for Horror in Resident Evil Franchise: Games versus Movies -- Part 3: The Video Game Industry |
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Of Streamlining and Men: Classics Redone, a Fall from Grace or an Egalitarian Accomplishment? -- Video Games as an Enhancement of Human Communication: The Case of Documentary Video Games -- Need for Serious Entertainment -- The Peripherals Initiative -- Facts and Discussion about Hours of Work in the Video Game Industry |
Notes |
Description based upon print version of record |
Subject |
Video games.
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|
Video games
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Form |
Electronic book
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Author |
Guyot, Natacha
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ISBN |
9781848881617 |
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1848881614 |
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