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The video game theory reader 2 / edited by Bernard Perron and Mark J.P. Wolf.

Van Pelt Library GV1469.3 .V574 2009
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Format:
Book
Contributor:
Perron, Bernard.
Wolf, Mark J. P.
Language:
English
Subjects (All):
Video games.
Genre:
Video games.
Physical Description:
xxii, 430 pages : illustrations ; 24 cm
Other Title:
Video game theory reader two
Place of Publication:
New York : Routledge, 2009.
Summary:
The Video Game Theory Reader 2 continues the exploration begun in the first Video Game Theory Reader (Routledge, 2003) with a group of leading scholars turning their attention to a wide variety of theoretical concerns and approaches, examining and raising new issues in the rapidly expanding field of video games studies. The editors' Introduction picks up where the Introduction in the first Video Game Theory Reader left off, considering the growth of the field and setting challenges for the future. The volume concludes with an appendix presenting over 40 theories and disciplines that can be usefully and insightfully applied to the study of video games.
Contents:
1 Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century / Eric Zimmerman 23
2 Philosophical Game Design / Lars Konzack 33
3 The Video Game Aesthetic: Play as Form / David Myers 45
4 Embodiment and Interface / Andreas Gregersen, Torben Grodal 65
5 Understanding Video Games as Emotional Experiences / Aki Jarvinen 85
6 In the Frame of the Magic Cycle: The Circle(s) of Gameplay / Dominic Arsenault, Bernard Perron 109
7 Understanding Digital Playability / Sebastien Genvo 133
8 Z-axis Development in the Video Game / Mark J. P. Wolf 151
9 Retro Reflexivity: La-Mulana, an 8-Bit Period Piece / Brett Camper 169
10 "This is Intelligent Television": Early Video Games and Television in the Emergence of the Personal Computer / Sheila C. Murphy 197
11 Too Many Cooks: Media Convergence and Self-Defeating Adaptations / Trevor Elkington 213
12 Fear of Failing? The Many Meanings of Difficulty in Video Games / Jesper Juul 237
13 Between Theory and Practice: The GAMBIT Experience / Clara Fernandez-Vara, Neal Grigsby, Eitan Glinert, Philip Tan, Henry Jenkins 253
14 Synthetic Worlds as Experimental Instruments / Edward Castronova, Mark W. Bell, Robert Cornell, James J. Cummings, Matthew Falk, Travis Ross, Sarah B. Robbins-Bell, Alida Field 273
15 Lag, Language, and Lingo: Theorizing Noise in Online Game Spaces / Mia Consalvo 295
16 Getting into the Game: Doing Multidisciplinary Game Studies / Frans Mayra 313
Appendix Video Games through Theories and Disciplines 331.
Notes:
Includes bibliographical references (pages [389]-400) and index.
ISBN:
9780415962827
041596282X
9780415962834
0415962838
9780203887660
0203887662
OCLC:
234309654

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