How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.OCLC-licensed vendor bibliographic record.
Miguel Sicart looks at the ethical component in many computer games, including how players may engage their ethical values in gameplay and the implications for game design.OCLC-licensed vendor bibliographic record.
Here, Nitsche introduces five analytical layers - rule-based space, mediated space, fictional space, play space, and social space - and uses them in the analyses of games that range from early classics to recent titles.OCLC-licensed vendor bibliographic record.
The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wii…
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents.OCLC-licensed vendor bibliographic record.
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Ent…
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 …
"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.