Digital Gameplay: Essays on the Nexus of Game and Gamer

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Nate Garrelts
McFarland, Jul 27, 2005 - Games & Activities - 268 pages
3 Reviews
In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars’ perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here.
 

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Contents

Negotiating the Digital Game Gamer Intersection
1
Corporealis Ergo Sum Affective Response in Digital Games
21
A Majestic Reflexivity MachineGods and the Creation of the Playing Subject in Deus Ex and Deus Ex Invisible War
36
Virtual Bodies or Cyborgs Are People Too
52
Playing with Ourselves A Psychoanalytic Investigation of Resident Evil and Silent Hill
69
Playing the Bad Guy Grand Theft Auto in the Panopticon
80
Signs Symbols and Perceptions in Grand Theft Auto Vice City
91
To the White Extreme Conquering Athletic Space White Manhood and Racing Virtual Reality
110
The Embodied Adventurer Women as PlayerCharacters Gamers and ModuleBuilders in BioWares Neverwinter Nights
160
Socializing Subversion and the Self Why Women Flock to Massively Multiplayer Online Games
174
Beyond Linear Narrative Augusto Boal Enters Norrath
189
Theatres of Interactivity Video Games in the Drama Studio
208
Call and Response Storytelling in the Neverwinter Vault
221
From Interactivity to Playability Why Digital Games Are Not Interactive
232
About the Contributors
249
Index
253

Pimps Players and Foes Playing Diablo II Outside the Box
130
Living Art Commercial Modding and CodeIlliterate Gamers
146

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About the author (2005)

Nate Garrelts is a professor of English at Ferris State University in Big Rapids, Michigan.

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