Computer Games: Text, Narrative and Play

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Polity, Mar 31, 2006 - Computers - 210 pages
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Computer games are one of the most exciting and rapidly evolvingmedia of our time. Revenues from console and computer games havenow overtaken those from Hollywood movies; and online gaming is oneof the fastest-growing areas of the internet. Games are no longerjust kids' stuff: the majority of players are now adults, and themarket is constantly broadening. The visual style of games hasbecome increasingly sophisticated, and the complexities ofgame-play are ever more challenging. Meanwhile, the iconography andgeneric forms of games are increasingly influencing a whole rangeof other media, from films and television to books and toys.

This book provides a systematic, comprehensive introduction tothe analysis of computer and video games. It introduces keyconcepts and approaches drawn from literary, film and media theoryin an accessible and concrete manner; and it tests their use andrelevance by applying them to a small but representative selectionof role-playing and action-adventure games. It combines methods oftextual analysis and audience research, showing how the combinationof such methods can give a more complete picture of these playabletexts and the fan cultures they generate. Clearly written andengaging, it will be a key text for students in the field and forall those with an interest in taking games seriously.

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About the author (2006)

David Buckingham is Professor of Education and head of theCentre for the Study of Children, Youth and Media (CSCYM) at theUniversity of London.

Andrew Burn is Reader in Education and New Media andAssociate Director of the CSCYM at the University of London.

Diane Carr is Research Officer of the CSCYM at theUniversity of London.

Gareth Schott is Senior Lecturer of Screen and MediaStudies at the University of Waikato.

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