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Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play: Routledge Studies in New Media and Cyberculture

Autor Christopher A. Paul
en Limba Engleză Paperback – 14 feb 2013
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
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Specificații

ISBN-13: 9780415834995
ISBN-10: 0415834996
Pagini: 232
Dimensiuni: 152 x 229 mm
Greutate: 0.43 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Routledge Studies in New Media and Cyberculture

Locul publicării:Oxford, United Kingdom

Public țintă

Postgraduate and Undergraduate

Cuprins

Introduction: The New Rhetoric of Video Games  I. The Context  1. Socializing Gamers  2. Video Games as ‘Kid’s’ Toys  3. Talking Game Design  4. Consoles Read Rhetorically  II. The Texts  5. GTA, Humor, and Protagonists  6. EA Sports and Planned Obsolescence 7. Rearticulating Rewards in WoW  8. Theorycraft and Optimization  9. Balance and Meritocracies  III. Using Wordplay  10. Words, Design, and Play

Descriere

In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft.