Understanding Digital Games

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Jason Rutter, Jo Bryce
SAGE, Apr 20, 2006 - Language Arts & Disciplines - 272 pages
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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes.

The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research.

Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

 

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Contents

Contributors
vii
Preface and Acknowledgements
xii
Chapter 1 An introduction to understanding digital games
1
History and production
19
Chapter 2 A history of digital games
21
Chapter 3 The business of making digital games
36
Chapter 4 The economics of digital games
58
Chapter 5 A playercentred approach to digital game design
75
Chapter 7 Film studies and digital games
112
Chapter 8 Digital games as new media
129
Chapter 9 Digital games and cultural studies
148
Chapter 10 Community identity and digital games
166
Key debates
183
Chapter 11 Digital games and gender
185
Chapter 12 Digital games and the violence debate
205
Chapter 13 Digital games and education
223

Theories and approaches
93
Chapter 6 Literary theory and digital games
95

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Page 12 - And so these men of Indostan Disputed loud and long, Each in his own opinion Exceeding stiff and strong, Though each was partly in the right, And all were in the wrong!

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About the author (2006)

Jason Rutter is a Research Fellow at the Manchester Institute for Innovation Research (MIoIR) where he works primarily in the areas of leisure technologies (especially digital gaming) as well as counterfeiting and piracy of digital content. He has been involved in projects funded by the European Commission, Northern Ireland Office, NESTA, DTI and ESRC and published widely including the books Understanding Digital Games (2006, Sage) and Digital Game Industries (forthcoming, Ashgate) and special editions of Game Studies (2003) and Information, Communication and Society (2003). His recent projects include ‘Hidden Innovation in the Creative Sectors’ (NESTA), ‘Intellectual Property Theft and Organised Crime’ (NIO) and ‘Mobile Entertainment Industry and Culture’ (EC). He chaired the European Commission Marie Curie Conference ‘Putting the Knowledge Based Society into Practice’ (April 2006) and the international conferences ‘Mobile Entertainment: User Centred Perspectives’ (2004) and ‘Playing with the Future’ (2002) as well as running the ESRC-funded seminar series "DigiPlay: Experience and Consequence of Technologies of Leisure". He was the inaugural vice-president of the international Digital Games Research Association (DiGRA).

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