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Digital gameplay : essays on the nexus of game and gamer / edited by Nate Garrelts.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Contributor:
Garrelts, Nate, 1976- editor.
Language:
English
Subjects (All):
Video games.
Physical Description:
1 online resource (268 p.)
Place of Publication:
Jefferson, North Carolina : McFarland & Company, [2005]
Language Note:
English
Summary:
"The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on factors that influence play, including the perception of the game player. Essays cover the full range of digital gaming, including computer, video and arcade games. The final essays discuss scholars' perceptions of digital media"--Provided by publisher.
Contents:
Cover; Contents; Introduction: Negotiating the Digital Game/Gamer Intersection (Nate Garrelts); 1. Corporealis Ergo Sum: Affective Response in Digital Games (Eugénie Shinkle); 2. A "Majestic" Reflexivity: Machine-Gods and the Creation of the Playing Subject in Deus Ex and Deus Ex: Invisible War (Will Slocombe); 3. Virtual Bodies, or Cyborgs Are People Too (Jonathan Boulter); 4. Playing with Ourselves: A Psychoanalytic Investigation of Resident Evil and Silent Hill (Marc C. Santos and Sarah E. White); 5. Playing the Bad Guy: Grand Theft Auto in the Panopticon (Shira Chess)
6. Signs, Symbols, and Perceptions in Grand Theft Auto: Vice City (John Unger, Porter Lee Troutman, Jr., and Victoria "Tori" Hamilton)7. To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality (David J. Leonard); 8. Pimps, Players and Foes: Playing Diablo II "Outside the Box" (Nicholas Taylor, Jennifer Jenson, and Suzanne de Castell); 9. Living Art: Commercial Modding and Code-Illiterate Gamers (Harry J. Brown and Michael Oren)
10. The Embodied Adventurer: Women as Player-Characters, Gamers, and Module-Builders in BioWare's Neverwinter Nights (Christina Sommerfeldt)11. Socializing, Subversion, and the Self: Why Women Flock to Massively Multiplayer Online Games (Aleksandra K. Krotoski); 12. Beyond Linear Narrative: Augusto Boal Enters Norrath (Katie Whitlock); 13. Theatres of Interactivity: Video Games in the Drama Studio (Richard J. Hand); 14. Call and Response: Storytelling in the Neverwinter Vault (Robin Woods); 15. From Interactivity to Playability: Why Digital Games Are Not Interactive (Julian Kücklich)
About the ContributorsIndex
Notes:
Description based upon print version of record.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
0-7864-8347-4

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