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Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
| ISBN | 0719074002 | | Pages | 264 | | ISBN13 | 9780719074004 (What's this?) | | Volumes | 1 | | Publisher | Manchester University Press | | Weight (grammes) | 440 | | Imprint | Manchester University Press | | Published in | Manchester | | Format | Hardback | | Height (mm) | 216 | | Publication date | 01 Nov 2007 | | Width (mm) | 138 | | Library of Congress | GV1230 | | Spine width (mm) | 24 | | DEWEY | 306.487 | | Academic level | Further/Higher education | | DEWEY edition | DC22 | |
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| | | Introduction: videogame, player, text by Barry Atkins and Tanya Krzywinska and Marie-Laure Ryan | | 1 | | 1 | | Beyond Ludus: narrative, videogames and the split condition of digital textuality by Marie-Laure Ryan | | 8 | | 2 | | All too urban: to live and die in SimCity by Matteo Bittanti | | 29 | | 3 | | Play, modality and claims of realism in Full Spectrum Warrior by Geoff King | | 52 | | 4 | | Why am I in Vietnam? The history of a video game by Jon Dovey | | 66 | | 5 | | 'It's not easy being green': real-time game performance in Warcraft by Henry Lowood | | 83 | | 6 | | Being a determined agent in (the) World of Warcraft: text/play/identity by Tanya Krzywinska | | 101 | | 7 | | Female Quake players and the politics of identity by Helen W. Kennedy | | 120 | | 8 | | Of eye candy and id: the terrors and pleasures of Doom 3 by Bob Rehak | | 139 | | 9 | | Second Life: the game of virtual life by Alison McMahan | | 158 | | 10 | | Playing to solve Savoir-Faire by Nick Montfort | | 175 | | 11 | | Without a goal: on open and expressive games by Jesper Juul | | 191 | | 12 | | Pleasure, spectacle and reward in Capcom's Street Fighter series by David Surman | | 204 | | 13 | | The trouble with Civilization by Diane Carr | | 222 | | 14 | | Killing time: time past, time present and time future in Prince of Persia: The Sands of Time by Barry Atkins | | 237 |
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