The Resource Game cultures : computer games as new media, Jon Dovey and Helen W. Kennedy

Game cultures : computer games as new media, Jon Dovey and Helen W. Kennedy

Label
Game cultures : computer games as new media
Title
Game cultures
Title remainder
computer games as new media
Statement of responsibility
Jon Dovey and Helen W. Kennedy
Creator
Contributor
Subject
Language
eng
Summary
"This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture."--BOOK JACKET
Cataloging source
UKM
Dewey number
306.46
Index
index present
LC call number
GV1469.17.S63
LC item number
D68 2006
Literary form
non fiction
Nature of contents
bibliography
Series statement
Issues in cultural and media studies
Label
Game cultures : computer games as new media, Jon Dovey and Helen W. Kennedy
Publication
Bibliography note
Includes bibliographical references (pages 150-161) and index
http://library.link/vocab/branchCode
  • net
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
Cover -- Acknowledgements -- TOC36;Contents -- Foreword -- CH36;Chapter 01 Studying computer games -- What is games culture63; -- Theories of technology -- Interactivity -- Spectatorship and the 8216;problem of immersion -- Representation and simulation -- Consumption47;production -- Technicity -- Work and play -- Conclusion -- Further reading -- CH36;Chapter 02 Play technology and culture -- The ludological turn -- Play theory history -- The rules -- The time and space of play -- The magic circle and its contexts seven rhetorics -- The subject in play -- The social subject in play -- Gendering play space -- Technoplay -- Ludic cultures and critiques -- Conclusion -- Further reading -- CH36;Chapter 03 Cultures of production -- The Trojan Horse in the digital parlour -- The economic system -- The developers -- The publishers -- The technologists in the economic system -- The system of technology -- Upgrade culture -- Making it real -- Game engines -- The system of culture -- Conclusion -- Further reading -- CH36;Chapter 04 Networks of technicity -- Identity44; culture and technology -- Technicity and hegemony -- Framing technicity hackers and cyborgs -- The hacker ethos and mythos -- The cyborg manifesto and manifestations -- From margin to centre discourses of dominant technicity -- Magical things of wonderment -- Edge as cultural capital -- Gendering technology -- The invisible 8216;others in cyberculture -- The 8216;other histories of computer gaming cultures -- Conclusion -- Further reading -- CH36;Chapter 05 Computer games as media text -- Can a computer game be treated as a text63; -- Case studies in computer game analysis -- Computer games as fictional worlds -- Lara as object and subject -- Identification44; investment and immersion -- Avatar as 8216;vehicle -- Representation and experience -- Narrative to navigation -- Character to capability -- Representation to ritual -- Conclusion -- Further reading -- CH36;Chapter 06 Bodies and machines58; Cyborg subjectivity and gameplay -- Flow44; immersion and configuration -- Why the body matters in gameplay -- Bodies and avatars -- Why the cyborg63; gameplay as cybernetic -- The cyborg at the machine -- The cyborg in the machine -- Gameplay and technicity -- Gameplay as cyborg performance -- Cyborg performances and playful selves -- Cyborgian heterotopias -- Conclusion -- CH36;Chapter 07 Interventions and recuperations 63; -- Computer games as co45;creative media -- Aspiration44; tributes and tactics -- Productive paradox women and Quake -- From piracy to open systems configurative practice asbrand loyalty63; -- A brief history of modding -- The age of co45;creative media -- Fan art -- Mod arts -- Tactical arts -- Playing at technicity -- Conclusion -- Further reading -- Glossary Terms -- References -- Gameography 47; Ludograpy -- IDX36;Index -- Last Page
Control code
ocn567977367
Dimensions
unknown
Extent
1 online resource (x, 171 pages)
Form of item
online
Isbn
9781280951312
Media category
computer
Media MARC source
rdamedia
Media type code
c
http://library.link/vocab/recordID
.b35403913
Specific material designation
remote
System control number
  • (OCoLC)567977367
  • pebco0335213588

Library Locations

    • Deakin University Library - Geelong Waurn Ponds CampusBorrow it
      75 Pigdons Road, Waurn Ponds, Victoria, 3216, AU
      -38.195656 144.304955
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