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Handbook of Computer Game Studies

Goldstein, Jeffrey (Editor) Raessens, Joost (Editor)

ISBN-10: 0262182408
ISBN-13: 9780262182409

List Price: $55.00
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Title Summary
"New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development."--BOOK JACKET. Title Summary field provided by Blackwell North America, Inc. All Rights ReservedLong Description
New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. "The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes ofparticipation in computer game culture.Short Description
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy.
Acknowledgmentsp. ix
Introductionp. xi
Computer Games
Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gamingp. 3
The History of the Video Gamep. 23
Future of Games: Mobile Gamingp. 47
Design
Game Design and Meaningful Playp. 59
Click Reading: Screenwriting and Screen-Reading Practices in Film and Multimedia Fictionsp. 81
Computer Games and Learning: Digital Game-Based Learningp. 97
Reception
Cognitive Effects of Video Gamesp. 125
Children's Social Behavior during Video Game Playp. 133
Psychological Effects of Video Gamesp. 145
The Therapeutic Value of Video Gamesp. 161
Games as an Aesthetic Phenomenon
Games, the New Lively Artp. 175
Genres
Genre and the Video Gamep. 193
The Role of Artificial Intelligence in Computer Game Genresp. 205
Storytelling
Games Telling Stories?p. 219
Narrativity in Computer Gamesp. 227
Games as a Cultural Phenomenon
Identity
The Game of Life: Narrative and Ludic Identity Formation in Computer Gamesp. 251
Computer Games as Evocative Objects: From Projective Screens to Relational Artifactsp. 267
Representation of Identity: Gender, Ethnicity, and History
Gaming with Grrls: Looking for Sheroes in Computer Gamesp. 283
Gendered Gaming in Gendered Spacep. 301
Serious Play: Playing with Race in Contemporary Gaming Culturep. 311
Simulation, History, and Computer Gamesp. 327
Games as a Social Phenomenon
Violent Video Gamesp. 341
Does Video Game Addiction Exist?p. 359
Participation
Computer Games as Participatory Media Culturep. 373
I Am What I Play: Participation and Reality as Contentp. 389
Game Reconstruction Workshop: Demolishing and Evolving PC Games and Gamer Culturep. 405
Renaissance Now! The Gamers' Perspectivep. 415
About the Contributorsp. 423
Games Indexp. 429
Name Indexp. 435
Subject Indexp. 447
Table of Contents provided by Ingram. All Rights Reserved.
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Edition: 2005
Publisher: MIT Press
Binding: Trade Cloth
Pages: 451
Size: 8.50" wide x 11.00" long x 1.25" tall
Weight: 3.39 lbs.
Language: English

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