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Understanding Video Games The Essential Introduction

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ISBN-10: 0415896975

ISBN-13: 9780415896979

Edition: 2nd 2013 (Revised)

Authors: Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca

List price: $54.95
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Description:

From Pong to PlayStation 3 and beyond, Understanding Video Gamesis the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games?…    
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Book details

List price: $54.95
Edition: 2nd
Copyright year: 2013
Publisher: Routledge
Publication date: 7/26/2012
Binding: Paperback
Pages: 336
Size: 7.00" wide x 9.75" long x 0.75" tall
Weight: 1.298
Language: English

List of Illustrations
Acknowledgments
Introduction
About the Reader
Structure of the Book
The Larger Questions
Studying Video Games
Who Studies Video Games?
How do you Study Video Games?
Types of Analysis
Schools of Thought?
The Game Industry
The Size of the Game Industry
The Structure of the Game Industry
The Development Process
Roles in Game Development
What is a Game?
General Models for Understanding Games
The Issue of Genre
History
A Brief Pre-history of Video Games
Does History Matter?
A History of Video Games
The 1970s
The 1980s
The 1990s
The 2000s
The 2010s and Beyond
Perspectives
Video Game Aesthetics
Rules
Geography and Representation
Number of Players
Games without Boundaries
Video Games in Culture
The Cultural Position of Video Games
Players
Narrative
Storytelling
Reception-The Player's Experience of a Story
A Brief History of Literary Theory and Video Games
Serious Games-When Entertainment is Not Enough
Traditional Games for Serious Purposes
Categorizing Educational Computer Games
The Rationale Behind Edutainment
The Instructional Approach to Edutainment
The Modern Approach to the Educational Use of Computer Games
The Educational Effectiveness of Video Games
Political Games and Newsgames
Advertainment
Gamification-Plug'n'Play Games for Real?
Games-for-change-Revolutionaries Rise
Final Remarks
Video Games and Risks
Two Research Perspectives
The Active Media Perspective
The Active User Perspective
Other Questions
Final Remarks
Video Game Timeline
Glossary
Games Cited
Bibliography
Index