Computer Games as a Sociocultural Phenomenon: Games Without Frontiers, Wars Without Tears
Andreas Jahn-Sudmann, Ralf Stockmann
Palgrave Macmillan, Mar 15, 2008 - Games - 288 pages
In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
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The Aesthetic Vocabulary of Video Games
Reuse Signifiers and Consistency
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action aesthetic America's Army American Asian Asian MMORPGs avatar become behaviour Blizzard Entertainment Bloodlines body characters cinema City of Heroes computer games create cultural death Deleuze Derrida digital games discourse documentary games emotional Entertainment ethics example experience first-person shooter Full Spectrum Warrior game design game world game-play game's gamers gender genre GTA San Andreas human identity images interactive media interface kill Klimmt knowing eye Masquerade medium military MMORPGs mods moral concern moral disengagement moral management narrative online games Operation Flashpoint Operation Just Reward play player pleasures politically incorrect popular potential produce race Ragnarok Online realism reality Redemption representation Rogue Spear role screen semiotic sexual shooter games Sims simulation social specific strategies theory tion traditional Ubi Soft University vampire video-game violence violent games violent video games virtual space visual wuxia