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VIDEOSPIELE VERSTEHEN: DIE WESENTLICHE EINFÜHRUNG von Simon Egenfeldt-nielsen

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ISBN-13
9781138362994
Book Title
Understanding Video Games
ISBN
9781138362994
Publication Year
2019
Type
Textbook
Format
Hardcover
Language
English
Publication Name
Understanding Video Games
Item Height
0.7in
Author
Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
Item Length
6.7in
Publisher
Routledge
Item Width
5.9in
Item Weight
32.7 Oz
Number of Pages
400 Pages

Über dieses Produkt

Product Information

From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and serious games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.

Product Identifiers

Publisher
Routledge
ISBN-10
1138362999
ISBN-13
9781138362994
eBay Product ID (ePID)
7038802172

Product Key Features

Author
Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
Publication Name
Understanding Video Games
Format
Hardcover
Language
English
Publication Year
2019
Type
Textbook
Number of Pages
400 Pages

Dimensions

Item Length
6.7in
Item Height
0.7in
Item Width
5.9in
Item Weight
32.7 Oz

Additional Product Features

Lc Classification Number
Gv1469.3.E44 2019
Edition Number
4
Reviews
"Understanding Video Games: The Essential Introductionis a must-read primer for any student considering game studies. A handbook that is clear, precise, up-to-date and extremely useful for tackling video games, a cultural and technical phenomenon of great complexity and full of nuances." -- Belen Mainer Blance, Professor and Director of the Videogames Department at University Francisco de Vitoria Praise for the previous edition: "A user-friendly, eminently readable account that has something to offer to both the neophyte and the specialist, Understanding Video Games is the text that is needed to secure a durable place for game studies in the academic curriculum." -- Marie-Laure Ryan, author of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media "As the core text for my introductory games course, Understanding Video Games has remained an essential guide since its first edition. Ever attentive to the practicalities of classroom needs, this superb update presents its most complete and accessible overview of game studies yet." -- Soraya Murray, University of California, Santa Cruz " Understanding Video Games is an admirably comprehensive treatment of the video game industry, history, culture, and theory. This new edition remains the best general textbook I've found for teaching video games in the college classroom." -- Alf Seegert, University of Utah, "Understanding Video Games: The Essential Introduction is a must-read primer for any student considering game studies. A handbook that is clear, precise, up-to-date and extremely useful for tackling video games, a cultural and technical phenomenon of great complexity and full of nuances." -- Belen Mainer Blance, University Francisco de Vitoria Praise for the previous edition: "A user-friendly, eminently readable account that has something to offer to both the neophyte and the specialist, Understanding Video Games is the text that is needed to secure a durable place to game studies in the academic curriculum." -- Marie-Laure Ryan, author of Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media "As the core text for my introductory games course, Understanding Video Games has remained an essential guide since its first edition. Ever attentive to the practicalities of classroom needs, this superb update presents its most complete and accessible overview of game studies yet." -- Soraya Murray, University of California, Santa Cruz " Understanding Video Games is an admirably comprehensive treatment of the video game industry, history, culture, and theory. This new edition remains the best general textbook I've found for teaching video games in the college classroom." -- Alf Seegert, University of Utah
Table of Content
INTRODUCTION About the Reader/Structure of the Book/The Larger Questions 1 STUDYING VIDEO GAMES Who Studies Video Games?/How do you Study Video Games?/Types of Analysis/Schools of Thought? 2 THE GAME INDUSTRY The Size of the Game Industry/The Structure of the Game Industry/ The Development Process/Roles in Game Development 3 WHAT IS A GAME? General Models for Understanding Games/The Issue of Genre 4 HISTORY A Brief Pre-history of Video Games/Does History Matter?/A History of Video Games/The 1970s/The 1980s/The 1990s/The 2000s/ The 2010s and Beyond/Perspectives 5 VIDEO GAME AESTHETICS Rules/Geography and Representation/Number of Players/Games without Boundaries 6 VIDEO GAMES IN CULTURE The Cultural Position of Video Games/ The Players 7 NARRATIVE Storytelling/Reception--The Player's Experience of a Story/A Brief History of Literary Theory and Video Games / Transmedia Games / Final Remarks 8 SERIOUS GAMES AND GAMIFICATON--WHEN ENTERTAINMENT IS NOT ENOUGH Overview and thematic areas / Games-for-change/ Games-for-Health / News Games / Political Games/Advertainment /Two research Domains / Serious Games / Gamification Final remarks 9 VIDEO GAMES AND RISKS Two Research Perspectives/The Active Media Perspective/The Active User Perspective/Other Questions/Final Remarks Video Game Timeline
Copyright Date
2020
Target Audience
College Audience
Topic
Media Studies, Video & Electronic
Dewey Decimal
338.88
Dewey Edition
23
Illustrated
Yes
Genre
Games & Activities, Social Science

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