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Cultural Perspectives of Video Games

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Brackin, Adam L.
Otros Autores: Guyot, Natacha
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boston : BRILL, 2020.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Intro
  • Cultural Perspectives of Video Games: From Designer to Player
  • Table of Contents
  • Introduction: Video Games Are People!
  • Part 1: Gaming and Society
  • Heroic Possibilities: Video Games as a Way to Learn and Understand Culture
  • Dictating Morality: The Problematic Epistemologies of Engagement
  • Dying to Play: How Death Mechanics Provide Meaningful Experiences in Guild Wars
  • Dragon Age: Offered and Created Womanhood
  • Psychosocial and Sociocultural Determinants of Video Gamer Typology
  • Discourses of Departure in Massively Multiplayer Online Roleplaying Games (MMORPGs)
  • Part 2: Design, Creative Stakes, and Goals
  • Authenticity Versus Validity: A New Approach to Video Game Design
  • Iteration and Procedurality in Game Studies
  • 'Limits of Genre, Limits of Fantasy': Rethinking Computer Role-Playing Games
  • Theological Productions: The Role of Religion in Video Game Design
  • Urban Visions in Video Games: London and Paris
  • The Parallels between Television and Video Game Narrative
  • The Hunt for Horror in Resident Evil Franchise: Games versus Movies
  • Part 3: The Video Game Industry
  • Of Streamlining and Men: Classics Redone, a Fall from Grace or an Egalitarian Accomplishment?
  • Video Games as an Enhancement of Human Communication: The Case of Documentary Video Games
  • Need for Serious Entertainment
  • The Peripherals Initiative
  • Facts and Discussion about Hours of Work in the Video Game Industry