On the flip side, we had few options that would have enabled us to change the game, and our squad is threadbare in comparison. Sheffield United’s team had two £20+ million players in the starting eleven, and they were able to bring on a £17.5m striker late in the game. Photo by James Williamson - AMA/Getty Images To briefly touch on the game itself, for me, we made a top six side look average for thirty minutes and then showed great character after going two goals down. This new edition remains the best general textbook I've found for teaching video games in the college classroom.Following Wednesday evening’s game, during which we gave a great account of ourselves at Bramall Lane, I started to think about fan opinions, and particularly some of the overreaction to Dan Neil’s red card. " Understanding Video Games is an admirably comprehensive treatment of the video game industry, history, culture, and theory. 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 "As the core text for my introductory games course, Understanding Video Games has remained an essential guide since its first 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 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 " Understanding Video Games: The Essential Introduction is a must-read primer for any student considering game studies. Two Research Perspectives/The Active Media Perspective/The Active User Perspective/Other Questions/Final Remarks Overview and thematic areas / Games-for-change/ Games-for-Health / News Games / Political Games/Advertainment /Two research Domains / Serious Games / Gamification Final remarks Storytelling/Reception-The Player’s Experience of a Story/A Brief History of Literary Theory and Video Games / Transmedia Games / Final RemarksĨ SERIOUS GAMES AND GAMIFICATON-WHEN ENTERTAINMENT IS NOT ENOUGH The Cultural Position of Video Games/ The Players Rules/Geography and Representation/Number of Players/Games without Boundaries General Models for Understanding Games/The Issue of GenreĪ 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 The Size of the Game Industry/The Structure of the Game Industry/ The Development Process/Roles in Game Development Who Studies Video Games?/How do you Study Video Games?/Types of Analysis/Schools of Thought? 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.Įxtensively 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.Ībout the Reader/Structure of the Book/The Larger Questions 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. 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.
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