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Videogame, player, text

Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Videogame, player, text explores the relationship between videogames and the players who engage with them through a collection of analytical essays. Renowned game scholars examine how videogames communicate meaning and provide enjoyment by focusing on specific gameplay dynamics. The book discusses various modes of play such as online multiplayer, clan participation, competitive and cooperative modes, player modifications, and solo gaming. Titles analysed include The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
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Format: Paperback / softback
$5999
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for students, researchers, and enthusiasts interested in videogame studies, media theory, and interactive digital entertainment. It suits readers looking to understand videogames as complex texts and forms of interaction.

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Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

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.

Book Details

INFORMATION

ISBN: 9780719074011

Publisher: Manchester University Press

Format: Paperback / softback

Date Published: 01 November 2007

Country: United Kingdom

Imprint: Manchester University Press

Contributors:

  • Edited by Tanya Krzywinska
  • Edited by Barry Atkins

Audience: Adult education

DIMENSIONS

Spine width: 14.0mm

Width: 138.0mm

Height: 216.0mm

Weight: 313g

Pages: 264

About the Author

Barry Atkins is Senior Lecturer in Computer Games Design at the University of Wales, Newport. Tanya Krzywinska is Professor of Screen Studies at Brunel University

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