
Viac o knihe
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.
Nákup knihy
Computer Games, Diane Carr, David Buckingham, Gareth Schott, Andrew Burn
- Jazyk
- Rok vydania
- 2006
- Väzba
- (mäkká)
Platobné metódy
Nikto zatiaľ neohodnotil.
- Titul
- Computer Games
- Podtitul
- Text, Narrative and Play
- Jazyk
- anglicky
- Vydavateľ
- Polity
- Rok vydania
- 2006
- Väzba
- mäkká
- Počet strán
- 224
- ISBN10
- 074563401X
- ISBN13
- 9780745634012
- Série
- Štítky
- Deti, Filmová tematika, Hry, Odborná literatúra, Internet, Média a mediálna komunikácia, Populárna kultúra, Čas, Sociálne aspekty, Sociológia kultúry
- Anotácia
- 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.