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Game invaders : the theory and understanding of computer games / Clive Fencott ... [and others].
Van Pelt Library GV1469.3 .G365 2012
Available
- Format:
- Book
- Language:
- English
- Subjects (All):
- Video games.
- Video games--Design.
- Genre:
- Video games.
- Physical Description:
- xi, 217 pages, 16 unnumbered pages of plates : illustrations (some color) ; 24 cm
- Place of Publication:
- Hoboken, N.J. : John Wiley & Sons, [2012]
- Summary:
- "Introduces a practical critical method for analyzing existing games and designing future games"-- Provided by publisher.
- Contents:
- Part I Why Do People Play Games? 3
- 1 You Are the One 3
- Tools to Think With 5
- Getting Started 8
- Summary 12
- 2 Genre 13
- What Are Genres? 14
- What Are Genres For? 16
- Genre Maps 18
- Computer Game Genres 19
- A Theory of Computer Game Genres 21
- Summary 25
- Further Reading and Tasks 26
- 3 Activity 29
- The Story of Activity Groups 29
- An Overview of Activity Profiles 33
- Three Driving Games 35
- Calculating Genres 38
- Summary 43
- Tasks 44
- 4 Pleasure 45
- Aesthetics and Computer Games 47
- Spacewar 51
- Zork 52
- Pac-Man 56
- Comparative Aesthetics 57
- Summary 59
- Tasks 60
- 5 Two Rail-Shooters 61
- Star Fox and Rez 61
- Activity Profiling and Genre Theory 63
- Applying Aesthetic Theory 65
- The Method of Game Analysis 67
- Tetsuya Mizuguchi, Rez, and Beyond 67
- Summary 69
- Further Reading and Tasks 70
- 6 Why Don't People Play Games 71
- What Do We Mean by Games? 72
- Resident Evil 73
- Why Not Ask the Players? 75
- Emotional Models of Play 76
- Player Types 79
- Demographic Research 81
- Why Don't People Play Games? 82
- Conclusions 83
- Part II What Is a Game?
- 7 Just an Ordinary Day 87
- The Glass Vial 89
- Unrealisms 90
- Perceptual Opportunities 91
- Sureties 92
- Surprises 93
- Attractors 93
- Connectors 95
- Rewards 97
- Getting It All Together in SinCity 99
- Perceptual Mapping in SinCity 100
- AS-OceanFloor 103
- Summary 108
- Further Reading and Tasks 109
- 8 Big Bad Streets 111
- Driver School 111
- Sureties 113
- Surprises 114
- Driver and SinCity Comparisons 119
- Summary 122
- Further Reading and Tasks 123
- 9 Time to Visit Yokosuka 125
- Shenmue 125
- Genre and Activity Profile 126
- Aesthetics 128
- Shenmue POs 129
- PSAS and Cut Scenes 131
- Interactive Storytelling? 133
- And On With General Aesthetics 134
- Summary 135
- Further Reading and Tasks 137
- 10 Meaning What? 139
- Semiotics and Signs 140
- Pac-Man's Signs 143
- Icons, Indexes, and Symbols 144
- Denotation, Connotation, and Myth 146
- Syntagms and Paradigms 148
- Codes 151
- Making Up Pac-Man 154
- Filling Gaps 155
- Summary 159
- Further Reading and Tasks 161
- 11 All Work and Play
- The Work of Meaning 164
- Signs of Interaction 167
- The Mechanics of Interaction 170
- The Inside-Out Code 176
- Where Is the Player? 178
- Summary 180
- Further Reading and Tasks 181
- 12 Big Game Hunting 183
- Semiosphere 183
- The Code of Interaction 185
- The Myth of Interaction 189
- What Is a Game? 191
- How Do You Get Out of Here? 192
- Big Game Hunting 194.
- Notes:
- Includes bibliographical references and index.
- ISBN:
- 9780470597187
- 0470597186
- OCLC:
- 777364305
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