Game cultures : computer games as new media /
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: argues...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Maidenhead, Berkshire, England ; New York, N.Y. :
Open University Press,
2006.
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Colección: | Issues in cultural and media studies.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover
- Acknowledgements
- TOC36;Contents
- Foreword
- CH36;Chapter 01 Studying computer games
- What is games culture63;
- Theories of technology
- Interactivity
- Spectatorship and the 8216;problem of immersion
- Representation and simulation
- Consumption47;production
- Technicity
- Work and play
- Conclusion
- Further reading
- CH36;Chapter 02 Play technology and culture
- The ludological turn
- Play theory history
- The rules
- The time and space of play
- The magic circle and its contexts seven rhetorics
- The subject in play
- The social subject in play
- Gendering play space
- Technoplay
- Ludic cultures and critiques
- Conclusion
- Further reading
- CH36;Chapter 03 Cultures of production
- The Trojan Horse in the digital parlour
- The economic system
- The developers
- The publishers
- The technologists in the economic system
- The system of technology
- Upgrade culture
- Making it real
- Game engines
- The system of culture
- Conclusion
- Further reading
- CH36;Chapter 04 Networks of technicity
- Identity44; culture and technology
- Technicity and hegemony
- Framing technicity hackers and cyborgs
- The hacker ethos and mythos
- The cyborg manifesto and manifestations
- From margin to centre discourses of dominant technicity
- Magical things of wonderment
- Edge as cultural capital
- Gendering technology
- The invisible 8216;others in cyberculture
- The 8216;other histories of computer gaming cultures
- Conclusion
- Further reading
- CH36;Chapter 05 Computer games as media text
- Can a computer game be treated as a text63;
- Case studies in computer game analysis
- Computer games as fictional worlds
- Lara as object and subject
- Identification44; investment and immersion
- Avatar as 8216;vehicle
- Representation and experience
- Narrative to navigation
- Character to capability
- Representation to ritual
- Conclusion
- Further reading
- CH36;Chapter 06 Bodies and machines58; Cyborg subjectivity and gameplay
- Flow44; immersion and configuration
- Why the body matters in gameplay
- Bodies and avatars
- Why the cyborg63; gameplay as cybernetic
- The cyborg at the machine
- The cyborg in the machine
- Gameplay and technicity
- Gameplay as cyborg performance
- Cyborg performances and playful selves
- Cyborgian heterotopias
- Conclusion
- CH36;Chapter 07 Interventions and recuperations 63;
- Computer games as co45;creative media
- Aspiration44; tributes and tactics
- Productive paradox women and Quake
- From piracy to open systems configurative practice asbrand loyalty63;
- A brief history of modding
- The age of co45;creative media
- Fan art
- Mod arts
- Tactical arts
- Playing at technicity
- Conclusion
- Further reading
- Glossary Terms
- References
- Gameography 47; Ludograpy
- IDX36;Index
- Last Page.