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Understanding Games and Game Cultures

Autor Ingrid Richardson, Larissa Hjorth, Hugh Davies
en Limba Engleză Paperback – 30 mar 2021
Digital games are one of the most significant media interfaces of contemporary life. 

Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? 
This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies.
It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
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Specificații

ISBN-13: 9781526498007
ISBN-10: 1526498006
Pagini: 248
Dimensiuni: 170 x 242 x 21 mm
Greutate: 0.4 kg
Ediția:1
Editura: SAGE Publications
Colecția Sage Publications Ltd
Locul publicării:London, United Kingdom

Cuprins

Chapter 1: Introduction: Understanding Games and Game Cultures
Part I: Games in Context
Chapter 2: Methods in Games Studies
Chapter 3: Game Industries and Interfaces
Part II: Communities of Practice
Chapter 4: Game Communities and Productive Fandom
Chapter 5: Esports and Fantasy Sports
Chapter 6: Livestreaming and Let’s Play
Part III: Artful Interventions
Chapter 7: Between Art Games and Game Art
Chapter 8: Serious Games and Games for Change
Chapter 9: Pervasive Games and Urban Play
Part IV: Mobilities
Chapter 10: The Rise and Rise of Mobile Games
Chapter 11: Augmented Reality Games and Playful Locative Media
Chapter 12: Conclusion: Themes and Futures

Notă biografică

INGRID RICHARDSONis an Associate Professor in Games Art & Design at Murdoch University


Descriere

No longer a marginal media form, the study of digital game industries and ‘gameification’ is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.