Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame, player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
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| List of contributors | p. vii |
| Introduction: videogame, player, text | p. 1 |
| Beyond Ludus: narrative, videogames and the split condition of digital textuality | p. 8 |
| All too urban: to live and die in SimCity | p. 29 |
| Play, modality and claims of realism in Full Spectrum Warrior | p. 52 |
| Why am I in Vietnam? The history of a video game | p. 66 |
| 'It's not easy being green': real-time game performance in Warcraft | p. 83 |
| Being a determined agent in (the) World of Warcraft: text/play/identity | p. 101 |
| Female Quake players and the politics of identity | p. 120 |
| Of eye candy and id: the terrors and pleasures of Doom 3 | p. 139 |
| Second Life: the game of virtual life | p. 158 |
| Playing to solve Savoir-Faire | p. 175 |
| Without a goal: on open and expressive games | p. 191 |
| Pleasure, spectacle and reward in Capcom's Street Fighter series | p. 204 |
| The trouble with Civilization | p. 222 |
| Killing time: time past, time present and time future in Prince of Persia: The Sands of Time | p. 237 |
| Index | p. 254 |
| Table of Contents provided by Ingram. All Rights Reserved. |
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Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this ...
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Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame, player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
| List of contributors | p. vii |
| Introduction: videogame, player, text | p. 1 |
| Beyond Ludus: narrative, videogames and the split condition of digital textuality | p. 8 |
| All too urban: to live and die in SimCity | p. 29 |
| Play, modality and claims of realism in Full Spectrum Warrior | p. 52 |
| Why am I in Vietnam? The history of a video game | p. 66 |
| 'It's not easy being green': real-time game performance in Warcraft | p. 83 |
| Being a determined agent in (the) World of Warcraft: text/play/identity | p. 101 |
| Female Quake players and the politics of identity | p. 120 |
| Of eye candy and id: the terrors and pleasures of Doom 3 | p. 139 |
| Second Life: the game of virtual life | p. 158 |
| Playing to solve Savoir-Faire | p. 175 |
| Without a goal: on open and expressive games | p. 191 |
| Pleasure, spectacle and reward in Capcom's Street Fighter series | p. 204 |
| The trouble with Civilization | p. 222 |
| Killing time: time past, time present and time future in Prince of Persia: The Sands of Time | p. 237 |
| Index | p. 254 |
| Table of Contents provided by Ingram. All Rights Reserved. |
| Condition | Source | Price | |
|---|---|---|---|
|
Used Very Good (2 available)
Former Library Book Ships from |
Ships directly from Better World Books |
$14.26 USD | Add To Cart |
|
New (269 available)
Ships Separately |
Ships separately from Better World Books suppliers | $36.39 USD | Add To Cart |
|
eBook Obtain a digital book from our friends at eBooks.com.
|
Digital edition from eBooks.com | {{ebooksDotComPrice}} {{ebooksDotComCurrency}} | eBooks.com |
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Audio Book Obtain a digital book from our friends at AudiobooksNow.com.
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{{audioBooksNowPrice}} {{audioBooksNowCurrency}} | Audiobook |
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