Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. The contributors to From Barbie to Mortal Kombat e…
"Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital ga…
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such …
Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games , John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and app…
"A history of Immersion from Plato's cave to the Oculus Rift"--OCLC-licensed vendor bibliographic record.
Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.OCLC-licensed vendor bibliographic record.
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.OCLC-licensed vendor bibliographic record.
Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, an…
"A general-readership book about games as an aesthetic form - how to think about the ways in which they create beauty and meaning and exploring the special role they have to play in our present historical moment"--OCLC-licensed vendor bibliographic record.
"A critical investigation of a massive commercial phenomenon, the so-called "Euro" or "German"-style tabletop board games whose basic goal is explore, expand, exploit, and exterminate"--OCLC-licensed vendor bibliographic record.