Understanding Digital Games (häftad)
På topplistor
Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
272
Utgivningsdatum
2006-04-01
Upplaga
1
Förlag
SAGE Publications Ltd
Medarbetare
Bryce, Jo
Illustrationer
black & white illustrations
Dimensioner
233 x 188 x 15 mm
Vikt
500 g
Antal komponenter
1
Komponenter
67:B&W 6.69 x 9.61 in or 244 x 170 mm (Pinched Crown) Perfect Bound on White w/Gloss Lam
ISBN
9781412900348
Understanding Digital Games (häftad)

Understanding Digital Games

(1 röst)
Häftad Engelska, 2006-04-01
422
Skickas inom 5-8 vardagar.
Fri frakt inom Sverige för privatpersoner.
Finns även som
  • Laddas ned direkt
    449
  • Skickas inom 11-20 vardagar (specialorder)
    1219
Visa alla 2 format & utgåvor
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.
Visa hela texten

Passar bra ihop

  1. Understanding Digital Games
  2. +
  3. Computer Games

De som köpt den här boken har ofta också köpt Computer Games av Diane Carr, David Buckingham, Andrew Burn, Gareth Schott (häftad).

Köp båda 2 för 738 kr

Kundrecensioner

Har du läst boken? Sätt ditt betyg »

Bloggat om Understanding Digital Games

Övrig information

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).

Innehållsförteckning

PART ONE: HISTORY AND PRODUCTION A History of Digital Games - John Kirriemuir The Business of Making Digital Games - Aphra Kerr The Economics of Digital Games - Alberto Alvisi A Player-centred Approach to Digital Game Design - Jon Sykes PART TWO: THEORIES AND APPROACHES Literary Theory and Digital Games - Julian K Cklich Film Studies and Digital Games - Geoff King and Tanya Krzywinska Digital Games as New Media - Seth Giddings and Helen Kennedy Cultural Studies and Digital Games - Garry Crawford and Jason Rutter Community, Identity and Digital Games - Martin Hand and Karenza Moore PART THREE: KEY DEBATES Digital Games and Gender - Jo Bryce and Jason Rutter Digital Games and the Violence Debate - Jo Bryce and Jason Rutter Digital Games and Education - Timothy Dumbleton and John Kirriemuir