Cargando…

Wordplay and the Discourse of Video Games : Analyzing Words, Design, and Play.

In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul exami...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Paul, Christopher A.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Hoboken : Taylor & Francis, 2012.
Colección:Routledge studies in new media and cyberculture.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000 i 4500
001 EBOOKCENTRAL_ocn798532605
003 OCoLC
005 20240329122006.0
006 m o d
007 cr |||||||||||
008 121121s2012 xx o 000 0 eng d
040 |a EBLCP  |b eng  |e pn  |c EBLCP  |d OCLCO  |d OCLCQ  |d DEBSZ  |d OCLCQ  |d EQF  |d OCLCQ  |d SGP  |d OCLCF  |d OCLCO  |d OCLCQ  |d OCLCA  |d OCLCO  |d OCLCL  |d OCLCQ 
020 |a 9780203124031 
020 |a 0203124030 
029 1 |a AU@  |b 000055820227 
029 1 |a DEBSZ  |b 431161283 
029 1 |a DEBSZ  |b 456497285 
035 |a (OCoLC)798532605 
050 4 |a GV1469.17.S63 P38 2012 
082 0 4 |a 794.8 
049 |a UAMI 
100 1 |a Paul, Christopher A. 
245 1 0 |a Wordplay and the Discourse of Video Games :  |b Analyzing Words, Design, and Play. 
260 |a Hoboken :  |b Taylor & Francis,  |c 2012. 
300 |a 1 online resource (223 pages). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Routledge Studies in New Media and Cyberculture 
588 0 |a Print version record. 
505 0 |a Front Cover; Wordplay and the Discourse of Video Games; Copyright Page; Contents; Acknowledgments; Introduction: The New Rhetoric of Video Games; Part I: The Context; 1. Socializing Gamers; 2. Video Games as 'Kid's' Toys; 3. Talking Game Design; 4. Consoles Read Rhetorically; Part II: The Texts; 5. GTA, Humor, and Protagonists; 6. EA Sports and Planned Obsolescence; 7. Rearticulating Rewards in WoW; 8. Theorycraft and Optimization; 9. Balance and Meritocracies; Part III: Using Wordplay; 10. Words, Design, and Play; Notes; References; Index. 
520 |a In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games  |x Social aspects. 
650 0 |a Video games  |x Design. 
650 0 |a Vocabulary. 
650 0 |a Visual literacy. 
650 6 |a Jeux vidéo  |x Aspect social. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Éducation visuelle. 
650 7 |a visual literacy.  |2 aat 
650 7 |a Video games  |x Design  |2 fast 
650 7 |a Video games  |x Social aspects  |2 fast 
650 7 |a Visual literacy  |2 fast 
650 7 |a Vocabulary  |2 fast 
758 |i has work:  |a Wordplay and the discourse of video games (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCFDrPTKMCTy9btWKKxqWQm  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Paul, Christopher A.  |t Wordplay and the Discourse of Video Games : Analyzing Words, Design, and Play.  |d Hoboken : Taylor & Francis, ©2012  |z 9780415893060 
830 0 |a Routledge studies in new media and cyberculture. 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=957077  |z Texto completo 
936 |a BATCHLOAD 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL957077 
994 |a 92  |b IZTAP