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The video game theory reader 2 / ed. by Bernard Perron ... [et al.].

Contributor(s): Material type: TextTextPublication details: New York, NY : Routledge, 2009.Description: 430 p. : Ill. ; 23 cmISBN:
  • 9780415962834 (pbk)
  • 0415962838 (pbk)
Subject(s): DDC classification:
  • 794.8 PER
Review: The Video Game Theory Reader 2 continues the exploration begun in the first Video Game Theory Reader (Routledge, 2003) with a group of leading scholars turning their attention to a wide variety of theoretical concerns and approaches, examining and raising new issues in the rapidly expanding field of video games studies. The editors\' Introduction picks up where the Introduction in the first Video Game Theory Reader left off, considering the growth of the field and setting challenges for the future. The volume concludes with an appendix presenting over 40 theories and disciplines that can be usefully and insightfully applied to the study of video games.--Résumé de l\'éditeur.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 794.8 PER (Browse shelf(Opens below)) 1 Available 39002100533026
3 Day Loan LSAD Library Short Loan 794.8 PER (Browse shelf(Opens below)) 1 Available 39002100567511

Enhanced descriptions from Syndetics:

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Video Game Theory Reader 2 continues the exploration begun in the first Video Game Theory Reader (Routledge, 2003) with a group of leading scholars turning their attention to a wide variety of theoretical concerns and approaches, examining and raising new issues in the rapidly expanding field of video games studies. The editors\' Introduction picks up where the Introduction in the first Video Game Theory Reader left off, considering the growth of the field and setting challenges for the future. The volume concludes with an appendix presenting over 40 theories and disciplines that can be usefully and insightfully applied to the study of video games.--Résumé de l\'éditeur.

Table of contents provided by Syndetics

  • Foreword (p. vii)
  • Acknowledgments (p. xxi)
  • Introduction (p. 1)
  • 1 Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century (p. 23)
  • 2 Philosophical Game Design (p. 33)
  • 3 The Video Game Aesthetic: Play as Form (p. 45)
  • 4 Embodiment and Interface (p. 65)
  • 5 Understanding Video Games as Emotional Experiences (p. 85)
  • 6 In the Frame of the Magic Cycle: The Circle(s) of Gameplay (p. 109)
  • 7 Understanding Digital Playability (p. 133)
  • 8 Z-axis Development in the Video Game (p. 151)
  • 9 Retro Reflexivity: La-Mulana, an 8-Bit Period Piece (p. 169)
  • 10 "This is Intelligent Television": Early Video Games and Television in the Emergence of the Personal Computer (p. 197)
  • 11 Too Many Cooks: Media Convergence and Self-Defeating Adaptations (p. 213)
  • 12 Fear of Failing? The Many Meanings of Difficulty in Video Games (p. 237)
  • 13 Between Theory and Practice: The GAMBIT Experience (p. 253)
  • 14 Synthetic Worlds as Experimental Instruments (p. 273)
  • 15 Lag, Language, and Lingo: Theorizing Noise in Online Game Spaces (p. 295)
  • 16 Getting into the Game: Doing Multidisciplinary Game Studies (p. 313)
  • Appendix Video Games through Theories and Disciplines (p. 331)
  • Bibliography (p. 389)
  • About the Contributors (p. 401)
  • Index (p. 417)

Author notes provided by Syndetics

Mark J. P. Wolf is an Associate Professor in the Communication Department at Concordia University Wisconsin. His books include Abstracting Reality: Art, Communication, and Cognition in the Digital Age (2000), The Medium of the Video Game (2001), Virtual Morality: Morals, Ethics, and New Media (2003), The Video Game Theory Reader (2003), The World of the D'ni: Myst and Riven (2006), The Video Game Explosion: A History from PONG to PlayStation and Beyond (2007), and J. R. R. Tolkien: Of Words and Worlds (forthcoming, 2009).

Bernard Perron is an Associate Professor of Cinema at the University of Montreal. He has co-edited The Video Game Theory Reader (2003), written Silent Hill: il motore del terrore (2006), an analysis of the Silent Hill videogame series, and is editing Gaming After Dark: Essays on Horror Video Games (forthcoming, 2009).

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